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Comparing deliantra/server/common/map.C (file contents):
Revision 1.92 by root, Sun Feb 18 17:24:16 2007 UTC vs.
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly. 86 * directly.
157 */ 87 */
158 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
159 89
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
161 92
162 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 95 * things we need to do for players.
165 */ 96 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 98 return 0;
168 99
169 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
175 */ 106 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 108 return 0;
178 109
179 if (ob->head != NULL)
180 ob = ob->head; 110 ob = ob->head_ ();
181 111
182 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
186 */ 116 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 118 {
189 119 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 120 {
193 /* If last_sp is set, the player/monster needs an object, 121 if (tmp->type == CHECK_INV)
194 * so we check for it. If they don't have it, they can't
195 * pass through this space.
196 */
197 if (tmp->last_sp)
198 { 122 {
199 if (check_inv_recursive (ob, tmp) == NULL) 123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
200 return 1; 127 return 1;
201 else 128 }
202 continue; 129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
203 } 138 }
204 else 139 else
205 { 140 return 1; // unconditional block
206 /* In this case, the player must not have the object - 141
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 142 } else {
216 { 143 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 144 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 145 // blocks anything but wizards.
219 * movement, can't move here. 146
220 * second - if a monster, can't move there, unles it is a 147 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 148 && tmp->head_ () != ob
222 */ 149 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 150 && tmp->type != DOOR
224 return 1; 151 && !tmp->flag [FLAG_WIZPASS])
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 152 return 1;
228 } 153 }
229
230 } 154 }
155
231 return 0; 156 return 0;
232} 157}
233 158
234/* 159/*
235 * Returns true if the given object can't fit in the given spot. 160 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 161 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 162 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 163 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 164 * object and makes sure they can be inserted.
240 * 165 *
241 * While this doesn't call out of map, the get_map_flags does. 166 * While this doesn't call out of map, the get_map_flags does.
242 * 167 *
243 * This function has been used to deprecate arch_out_of_map - 168 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 169 * this function also does that check, and since in most cases,
255 * 180 *
256 * Note this used to be arch_blocked, but with new movement 181 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 182 * code, we need to have actual object to check its move_type
258 * against the move_block values. 183 * against the move_block values.
259 */ 184 */
260int 185bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 186object::blocked (maptile *m, int x, int y) const
262{ 187{
263 archetype *tmp; 188 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
277 191
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 192 if (!pos.normalise ())
279 { 193 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 194
282 if (flag & P_OUT_OF_MAP) 195 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 196
284 if (flag & P_IS_ALIVE) 197 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 198 return 1;
286 199
287 mapspace &ms = m1->at (sx, sy); 200 /* However, often ob doesn't have any move type
288 201 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 203 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 204 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 205 continue;
296 206
297 /* Note it is intentional that we check ob - the movement type of the 207 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 208 * head of the object should correspond for the entire object.
299 */ 209 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 210 if (ms.blocks (move_type))
301 return P_NO_PASS; 211 return 1;
302 } 212 }
303 213
304 return 0; 214 return 0;
305} 215}
306 216
324 234
325 insert_ob_in_ob (tmp, container); 235 insert_ob_in_ob (tmp, container);
326 tmp = next; 236 tmp = next;
327 } 237 }
328 238
329 /* sum_weight will go through and calculate what all the containers are 239 // go through and calculate what all the containers are carrying.
330 * carrying. 240 //TODO: remove
331 */ 241 container->update_weight ();
332 sum_weight (container);
333} 242}
334 243
335void 244void
336maptile::set_object_flag (int flag, int value) 245maptile::set_object_flag (int flag, int value)
337{ 246{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 252 tmp->flag [flag] = value;
344} 253}
345 254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
266}
267
346/* link_multipart_objects go through all the objects on the map looking 268/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 269 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 270 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 271 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 272 */
352void 273void
353maptile::link_multipart_objects () 274maptile::link_multipart_objects ()
354{ 275{
355 if (!spaces) 276 if (!spaces)
356 return; 277 return;
357 278
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 279 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 280 {
281 object *op = ms->bot;
282 while (op)
360 { 283 {
361 /* already multipart - don't do anything more */ 284 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 285 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 286 {
373 op = arch_to_object (at); 287 op->remove ();
288 op->expand_tail ();
374 289
375 /* update x,y coordinates */ 290 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 291 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 292 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 293 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
294
295 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
296 // so we have to reset the iteration through the mapspace
390 } 297 }
298 else
299 op = op->above;
391 } 300 }
392 } 301 }
393} 302}
394 303
395/* 304/*
396 * Loads (ands parses) the objects into a given map from the specified 305 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 306 * file pointer.
399bool 308bool
400maptile::_load_objects (object_thawer &f) 309maptile::_load_objects (object_thawer &f)
401{ 310{
402 for (;;) 311 for (;;)
403 { 312 {
404 coroapi::cede_every (1000); // cede once in a while 313 coroapi::cede_to_tick (); // cede once in a while
405 314
406 switch (f.kw) 315 switch (f.kw)
407 { 316 {
408 case KW_arch: 317 case KW_arch:
409 if (object *op = object::read (f, this)) 318 if (object *op = object::read (f, this))
410 { 319 {
320 // TODO: why?
411 if (op->inv) 321 if (op->inv)
412 sum_weight (op); 322 op->update_weight ();
413 323
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &ms.bot) = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
415 } 347 }
416 348
417 continue; 349 continue;
418 350
419 case KW_EOF: 351 case KW_EOF:
432} 364}
433 365
434void 366void
435maptile::activate () 367maptile::activate ()
436{ 368{
437 if (!spaces) 369 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 372 op->activate_recursive ();
443} 373}
444 374
445void 375void
446maptile::deactivate () 376maptile::deactivate ()
447{ 377{
448 if (!spaces) 378 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 381 op->deactivate_recursive ();
454} 382}
455 383
456bool 384bool
457maptile::_save_objects (object_freezer &f, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
458{ 386{
459 static int cede_count = 0; 387 coroapi::cede_to_tick ();
460 388
461 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
462 _save_header (f); 390 _save_header (f);
463 391
464 if (!spaces) 392 if (!spaces)
465 return false; 393 return false;
466 394
467 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
468 { 396 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 397 bool unique = 0;
398
478 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
479 { 400 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 402
486 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
487 continue; 404 continue;
488 405
489 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 407 {
491 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
492 op->write (f); 409 op->write (f);
493 } 410 }
494 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 412 op->write (f);
496 } 413 }
497 } 414 }
498 415
416 coroapi::cede_to_tick ();
417
499 return true; 418 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 419}
523 420
524bool 421bool
525maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
526{ 423{
657 return items; 554 return items;
658} 555}
659 556
660/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
661 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
662static void 559static const char *
663print_shop_string (maptile *m, char *output_string) 560print_shop_string (maptile *m)
664{ 561{
665 int i; 562 static dynbuf_text buf; buf.clear ();
666 char tmp[MAX_BUF];
667 563
668 strcpy (output_string, "");
669 for (i = 0; i < m->shopitems[0].index; i++) 564 for (int i = 0; i < m->shopitems[0].index; i++)
670 { 565 {
671 if (m->shopitems[i].typenum) 566 if (m->shopitems[i].typenum)
672 { 567 {
673 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
674 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
675 else 570 else
676 sprintf (tmp, "%s;", m->shopitems[i].name); 571 buf.printf ("%s;", m->shopitems[i].name);
677 } 572 }
678 else 573 else
679 { 574 {
680 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
681 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 576 buf.printf ("*:%d;", m->shopitems[i].strength);
682 else 577 else
683 sprintf (tmp, "*"); 578 buf.printf ("*");
684 } 579 }
685
686 strcat (output_string, tmp);
687 } 580 }
581
582 return buf;
688} 583}
689 584
690/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
691 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
692 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
701bool 596bool
702maptile::_load_header (object_thawer &thawer) 597maptile::_load_header (object_thawer &thawer)
703{ 598{
704 for (;;) 599 for (;;)
705 { 600 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 601 switch (thawer.kw)
709 { 602 {
710 case KW_msg: 603 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 604 thawer.get_ml (KW_endmsg, msg);
712 break; 605 break;
713 606
745 case KW_winddir: thawer.get (winddir); break; 638 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 639 case KW_sky: thawer.get (sky); break;
747 640
748 case KW_per_player: thawer.get (per_player); break; 641 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 642 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
750 645
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 646 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 648
754 // old names new names 649 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 660 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 661 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 662 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 663 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 664
665 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value);
667 break;
668
770 case KW_end: 669 case KW_end:
670 thawer.next ();
771 return true; 671 return true;
772 672
773 default: 673 default:
774 if (!thawer.parse_error ("map", 0)) 674 if (!thawer.parse_error ("map", 0))
775 return false; 675 return false;
776 break; 676 break;
777 } 677 }
678
679 thawer.next ();
778 } 680 }
779 681
780 abort (); 682 abort ();
781}
782
783bool
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792} 683}
793 684
794/****************************************************************************** 685/******************************************************************************
795 * This is the start of unique map handling code 686 * This is the start of unique map handling code
796 *****************************************************************************/ 687 *****************************************************************************/
807 object *above = op->above; 698 object *above = op->above;
808 699
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1; 701 unique = 1;
811 702
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy (); 704 op->destroy ();
816 }
817 705
818 op = above; 706 op = above;
819 } 707 }
820 } 708 }
821} 709}
831 if (name) MAP_OUT (name); 719 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 720 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 721 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 722 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 723 MAP_OUT (fixed_resettime);
724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 726 MAP_OUT (difficulty);
837
838 if (default_region) MAP_OUT2 (region, default_region->name); 727 if (default_region) MAP_OUT2 (region, default_region->name);
839 728
840 if (shopitems) 729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
841 {
842 char shop[MAX_BUF];
843 print_shop_string (this, shop);
844 MAP_OUT2 (shopitems, shop);
845 }
846
847 MAP_OUT (shopgreed); 730 MAP_OUT (shopgreed);
848 MAP_OUT (shopmin); 731 MAP_OUT (shopmin);
849 MAP_OUT (shopmax); 732 MAP_OUT (shopmax);
850 if (shoprace) MAP_OUT (shoprace); 733 if (shoprace) MAP_OUT (shoprace);
734
851 MAP_OUT (darkness); 735 MAP_OUT (darkness);
852 MAP_OUT (width); 736 MAP_OUT (width);
853 MAP_OUT (height); 737 MAP_OUT (height);
854 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
855 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
894 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
895 */ 779 */
896void 780void
897maptile::clear () 781maptile::clear ()
898{ 782{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 783 if (spaces)
903 { 784 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 786 while (object *op = ms->bot)
906 { 787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
794 object *head = op->head_ ();
907 if (op->head) 795 if (op == head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 op->destroy (); 796 op->destroy ();
797 else if (head->map != op->map)
798 {
799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 head->destroy ();
801 }
912 } 802 }
913 803
914 sfree (spaces, size ()), spaces = 0; 804 sfree0 (spaces, size ());
915 } 805 }
916 806
917 if (buttons) 807 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 808 free_objectlinkpt (buttons), buttons = 0;
809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
919} 812}
920 813
921void 814void
922maptile::clear_header () 815maptile::clear_header ()
923{ 816{
955 attachable::do_destroy (); 848 attachable::do_destroy ();
956 849
957 clear (); 850 clear ();
958} 851}
959 852
960/* 853/* decay and destroy perishable items in a map */
961 * Updates every button on the map (by calling update_button() for them).
962 */
963void 854void
964maptile::update_buttons () 855maptile::do_decay_objects ()
965{ 856{
966 for (oblinkpt *obp = buttons; obp; obp = obp->next) 857 if (!spaces)
967 for (objectlink *ol = obp->link; ol; ol = ol->next) 858 return;
859
860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above)
968 { 862 {
969 if (!ol->ob) 863 above = op->above;
864
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break;
870
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ())
877 ; // do not decay
878 else if (op->is_weapon ())
970 { 879 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 880 op->stats.dam--;
972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 881 if (op->stats.dam < 0)
973 continue; 882 destroy = 1;
974 } 883 }
975 884 else if (op->is_armor ())
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 { 885 {
978 update_button (ol->ob); 886 op->stats.ac--;
979 break; 887 if (op->stats.ac < 0)
888 destroy = 1;
980 } 889 }
890 else if (op->type == FOOD)
891 {
892 op->stats.food -= rndm (5, 20);
893 if (op->stats.food < 0)
894 destroy = 1;
895 }
896 else
897 {
898 int mat = op->materials;
899
900 if (mat & M_PAPER
901 || mat & M_LEATHER
902 || mat & M_WOOD
903 || mat & M_ORGANIC
904 || mat & M_CLOTH
905 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32))
911 destroy = 1;
912 }
913
914 /* adjust overall chance below */
915 if (destroy && rndm (0, 1))
916 op->destroy ();
981 } 917 }
982} 918}
983 919
984/* 920/*
985 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
986 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
987 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
988 * 924 *
989 * Difficulty can now be set by the map creature. If the value stored 925 * Difficulty can now be set by the map creator. If the value stored
990 * in the map is zero, then use this routine. Maps should really 926 * in the map is zero, then use this routine. Maps should really
991 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
992 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
993 */ 929 */
994int 930int
995maptile::estimate_difficulty () const 931maptile::estimate_difficulty () const
996{ 932{
997 long monster_cnt = 0; 933 long monster_cnt = 0;
1009 945
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 947 {
1012 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
1013 949
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 950 if (archetype *at = op->other_arch)
951 {
1015 total_exp += at->clone.stats.exp * 8; 952 total_exp += at->stats.exp * 8;
1016
1017 monster_cnt++; 953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
1018 } 961 }
1019 } 962 }
1020 963
1021 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
1022 965
1035 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
1036 */ 979 */
1037int 980int
1038maptile::change_map_light (int change) 981maptile::change_map_light (int change)
1039{ 982{
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */ 983 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 984 if (!change)
1044 return 0; 985 return 0;
1045 986
1046 /* inform all players on the map */ 987 /* inform all players on the map */
1047 if (change > 0) 988 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else 990 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 992
1052 /* Do extra checking. since darkness is a unsigned value, 993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063 994
1064 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 996 update_all_map_los (this);
997
1066 return 1; 998 return 1;
1067} 999}
1068 1000
1069/* 1001/*
1070 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1073 * through, etc) 1005 * through, etc)
1074 */ 1006 */
1075void 1007void
1076mapspace::update_ () 1008mapspace::update_ ()
1077{ 1009{
1078 object *tmp, *last = 0; 1010 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1080 facetile *top, *floor, *middle; 1012 sint8 light = 0;
1081 object *top_obj, *floor_obj, *middle_obj;
1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1014
1084 middle = blank_face; 1015 //object *middle = 0;
1085 top = blank_face; 1016 //object *top = 0;
1086 floor = blank_face; 1017 //object *floor = 0;
1018 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1087 1022
1088 middle_obj = 0;
1089 top_obj = 0;
1090 floor_obj = 0;
1091
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1024 {
1094 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1095 * one). But if so, it shouldn't be a simple additive - 2
1096 * light bulbs do not illuminate twice as far as once since
1097 * it is a dissapation factor that is cubed.
1098 */
1099 if (tmp->glow_radius > light)
1100 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1101 1027
1102 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1103 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1104 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1105 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1108 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1109 */ 1035 */
1110 if (!tmp->invisible) 1036 if (!tmp->invisible)
1111 { 1037 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1039 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1041 {
1119 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1120 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1121 */ 1044 */
1122 middle = blank_face; 1045 middle = 0;
1123 top = blank_face; 1046 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1047 floor = tmp;
1126 } 1048 }
1127 /* Flag anywhere have high priority */ 1049 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1051 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1052 middle = tmp;
1133 anywhere = 1; 1053 anywhere = 1;
1134 } 1054 }
1055
1135 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1137 * top 1058 * top
1138 */ 1059 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1061 middle = tmp;
1143 }
1144 } 1062 }
1145 1063
1146 if (tmp == tmp->above) 1064 if (tmp == tmp->above)
1147 { 1065 {
1148 LOG (llevError, "Error in structure of map\n"); 1066 LOG (llevError, "Error in structure of map\n");
1161 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1162 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1163 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1164 } 1082 }
1165 1083
1166 this->light = light; 1084 this->light = min (light, MAX_LIGHT_RADIUS);
1167 this->flags_ = flags; 1085 this->flags_ = flags;
1168 this->move_block = move_block & ~move_allow; 1086 this->move_block = move_block & ~move_allow;
1169 this->move_on = move_on; 1087 this->move_on = move_on;
1170 this->move_off = move_off; 1088 this->move_off = move_off;
1171 this->move_slow = move_slow; 1089 this->move_slow = move_slow;
1183 * middle face. This should not happen, as we already have the 1101 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1102 * else statement above so middle should not get set. OTOH, it
1185 * may be possible for the faces to match but be different objects. 1103 * may be possible for the faces to match but be different objects.
1186 */ 1104 */
1187 if (top == middle) 1105 if (top == middle)
1188 middle = blank_face; 1106 middle = 0;
1189 1107
1190 /* There are three posibilities at this point: 1108 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1194 */ 1112 */
1195 1113
1196 for (tmp = last; tmp; tmp = tmp->below) 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1197 { 1115 {
1198 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1118 break;
1201 1119
1202 /* If two top faces are already set, quit processing */ 1120 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1121 if (top && middle)
1204 break; 1122 break;
1205 1123
1206 /* Only show visible faces */ 1124 /* Only show visible faces */
1207 if (!tmp->invisible) 1125 if (!tmp->invisible)
1208 { 1126 {
1209 /* Fill in top if needed */ 1127 /* Fill in top if needed */
1210 if (top == blank_face) 1128 if (!top)
1211 { 1129 {
1212 top = tmp->face;
1213 top_obj = tmp; 1130 top = tmp;
1214 if (top == middle) 1131 if (top == middle)
1215 middle = blank_face; 1132 middle = 0;
1216 } 1133 }
1217 else 1134 else
1218 { 1135 {
1219 /* top is already set - we should only get here if 1136 /* top is already set - we should only get here if
1220 * middle is not set 1137 * middle is not set
1221 * 1138 *
1222 * Set the middle face and break out, since there is nothing 1139 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1140 * more to fill in. We don't check visiblity here, since
1224 * 1141 *
1225 */ 1142 */
1226 if (tmp->face != top) 1143 if (tmp != top)
1227 { 1144 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1145 middle = tmp;
1230 break; 1146 break;
1231 } 1147 }
1232 } 1148 }
1233 } 1149 }
1234 } 1150 }
1235 1151
1236 if (middle == floor) 1152 if (middle == floor)
1237 middle = blank_face; 1153 middle = 0;
1238 1154
1239 if (top == middle) 1155 if (top == middle)
1240 middle = blank_face; 1156 middle = 0;
1241 1157
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1158#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1159 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1160 faces_obj [1] = middle;
1161 faces_obj [2] = floor;
1162#endif
1245} 1163}
1246 1164
1247uint64 1165uint64
1248mapspace::volume () const 1166mapspace::volume () const
1249{ 1167{
1253 vol += op->volume (); 1171 vol += op->volume ();
1254 1172
1255 return vol; 1173 return vol;
1256} 1174}
1257 1175
1258/* this updates the orig_map->tile_map[tile_num] value after finding 1176maptile *
1259 * the map. It also takes care of linking back the freshly found 1177maptile::tile_available (int dir, bool load)
1260 * maps tile_map values if it tiles back to this one. It returns
1261 * the value of orig_map->tile_map[tile_num].
1262 */
1263static inline maptile *
1264find_and_link (maptile *orig_map, int tile_num)
1265{ 1178{
1266 maptile *mp = orig_map->tile_map [tile_num]; 1179 if (tile_path[dir])
1267
1268 if (!mp)
1269 {
1270 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281 } 1180 {
1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1182 return tile_map[dir];
1282 1183
1283 int dest_tile = (tile_num + 2) % 4; 1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir];
1186 }
1284 1187
1285 orig_map->tile_map [tile_num] = mp;
1286
1287 // optimisation: back-link map to origin map if euclidean
1288 //TODO: non-euclidean maps MUST GO
1289 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1290 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1291
1292 return mp; 1188 return 0;
1293}
1294
1295static inline void
1296load_and_link (maptile *orig_map, int tile_num)
1297{
1298 find_and_link (orig_map, tile_num)->load_sync ();
1299} 1189}
1300 1190
1301/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1302 * map m. This function also takes into account any 1192 * map m. This function also takes into account any
1303 * tiling considerations, loading adjacant maps as needed. 1193 * tiling considerations, loading adjacant maps as needed.
1316 if (!m) 1206 if (!m)
1317 return 0; 1207 return 0;
1318 1208
1319 if (x < 0) 1209 if (x < 0)
1320 { 1210 {
1321 if (!m->tile_path[3]) 1211 if (!m->tile_available (3))
1322 return 1; 1212 return 1;
1323 1213
1324 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 3);
1326
1327 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1214 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1328 } 1215 }
1329 1216
1330 if (x >= m->width) 1217 if (x >= m->width)
1331 { 1218 {
1332 if (!m->tile_path[1]) 1219 if (!m->tile_available (1))
1333 return 1; 1220 return 1;
1334 1221
1335 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 1);
1337
1338 return out_of_map (m->tile_map[1], x - m->width, y); 1222 return out_of_map (m->tile_map[1], x - m->width, y);
1339 } 1223 }
1340 1224
1341 if (y < 0) 1225 if (y < 0)
1342 { 1226 {
1343 if (!m->tile_path[0]) 1227 if (!m->tile_available (0))
1344 return 1; 1228 return 1;
1345 1229
1346 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 0);
1348
1349 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1230 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1350 } 1231 }
1351 1232
1352 if (y >= m->height) 1233 if (y >= m->height)
1353 { 1234 {
1354 if (!m->tile_path[2]) 1235 if (!m->tile_available (2))
1355 return 1; 1236 return 1;
1356
1357 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 2);
1359 1237
1360 return out_of_map (m->tile_map[2], x, y - m->height); 1238 return out_of_map (m->tile_map[2], x, y - m->height);
1361 } 1239 }
1362 1240
1363 /* Simple case - coordinates are within this local 1241 /* Simple case - coordinates are within this local
1377maptile * 1255maptile *
1378maptile::xy_find (sint16 &x, sint16 &y) 1256maptile::xy_find (sint16 &x, sint16 &y)
1379{ 1257{
1380 if (x < 0) 1258 if (x < 0)
1381 { 1259 {
1382 if (!tile_path[3]) 1260 if (!tile_available (3))
1383 return 0; 1261 return 0;
1384 1262
1385 find_and_link (this, 3);
1386 x += tile_map[3]->width; 1263 x += tile_map[3]->width;
1387 return tile_map[3]->xy_find (x, y); 1264 return tile_map[3]->xy_find (x, y);
1388 } 1265 }
1389 1266
1390 if (x >= width) 1267 if (x >= width)
1391 { 1268 {
1392 if (!tile_path[1]) 1269 if (!tile_available (1))
1393 return 0; 1270 return 0;
1394 1271
1395 find_and_link (this, 1);
1396 x -= width; 1272 x -= width;
1397 return tile_map[1]->xy_find (x, y); 1273 return tile_map[1]->xy_find (x, y);
1398 } 1274 }
1399 1275
1400 if (y < 0) 1276 if (y < 0)
1401 { 1277 {
1402 if (!tile_path[0]) 1278 if (!tile_available (0))
1403 return 0; 1279 return 0;
1404 1280
1405 find_and_link (this, 0);
1406 y += tile_map[0]->height; 1281 y += tile_map[0]->height;
1407 return tile_map[0]->xy_find (x, y); 1282 return tile_map[0]->xy_find (x, y);
1408 } 1283 }
1409 1284
1410 if (y >= height) 1285 if (y >= height)
1411 { 1286 {
1412 if (!tile_path[2]) 1287 if (!tile_available (2))
1413 return 0; 1288 return 0;
1414 1289
1415 find_and_link (this, 2);
1416 y -= height; 1290 y -= height;
1417 return tile_map[2]->xy_find (x, y); 1291 return tile_map[2]->xy_find (x, y);
1418 } 1292 }
1419 1293
1420 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1305adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1306{
1433 if (!map1 || !map2) 1307 if (!map1 || !map2)
1434 return 0; 1308 return 0;
1435 1309
1436 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1437 //fix: compare paths instead (this is likely faster, too!) 1311 //fix: compare paths instead (this is likely faster, too!)
1438 if (map1 == map2) 1312 if (map1 == map2)
1439 { 1313 {
1440 *dx = 0; 1314 *dx = 0;
1441 *dy = 0; 1315 *dy = 0;
1623 else 1497 else
1624 { 1498 {
1625 retval->distance_x += op2->x - x; 1499 retval->distance_x += op2->x - x;
1626 retval->distance_y += op2->y - y; 1500 retval->distance_y += op2->y - y;
1627 1501
1628 retval->part = NULL; 1502 retval->part = 0;
1629 retval->distance = idistance (retval->distance_x, retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1630 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1631 } 1505 }
1632} 1506}
1633 1507
1634/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
1648} 1522}
1649 1523
1650object * 1524object *
1651maptile::insert (object *op, int x, int y, object *originator, int flags) 1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1652{ 1526{
1653 if (!op->flag [FLAG_REMOVED])
1654 op->remove ();
1655
1656 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1657} 1528}
1658 1529
1659region * 1530region *
1660maptile::region (int x, int y) const 1531maptile::region (int x, int y) const
1670 1541
1671 return ::region::default_region (); 1542 return ::region::default_region ();
1672} 1543}
1673 1544
1674/* picks a random object from a style map. 1545/* picks a random object from a style map.
1675 * Redone by MSW so it should be faster and not use static
1676 * variables to generate tables.
1677 */ 1546 */
1678object * 1547object *
1679maptile::pick_random_object () const 1548maptile::pick_random_object (rand_gen &gen) const
1680{ 1549{
1681 /* while returning a null object will result in a crash, that 1550 /* while returning a null object will result in a crash, that
1682 * is actually preferable to an infinite loop. That is because 1551 * is actually preferable to an infinite loop. That is because
1683 * most servers will automatically restart in case of crash. 1552 * most servers will automatically restart in case of crash.
1684 * Change the logic on getting the random space - shouldn't make 1553 * Change the logic on getting the random space - shouldn't make
1685 * any difference, but this seems clearer to me. 1554 * any difference, but this seems clearer to me.
1686 */ 1555 */
1687 for (int i = 1000; --i;) 1556 for (int i = 1000; --i;)
1688 { 1557 {
1689 object *pick = at (rndm (width), rndm (height)).bot; 1558 object *pick = at (gen (width), gen (height)).bot;
1690 1559
1691 // do not prefer big monsters just because they are big. 1560 // do not prefer big monsters just because they are big.
1692 if (pick && pick->head_ () == pick) 1561 if (pick && pick->is_head ())
1693 return pick->head_ (); 1562 return pick->head_ ();
1694 } 1563 }
1695 1564
1696 // instead of crashing in the unlikely(?) case, try to return *something* 1565 // instead of crashing in the unlikely(?) case, try to return *something*
1697 return get_archetype ("blocked"); 1566 return archetype::find ("bug");
1698} 1567}
1699 1568
1569void
1570maptile::play_sound (faceidx sound, int x, int y) const
1571{
1572 if (!sound)
1573 return;
1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1591 for_all_players (pl)
1592 if (client *ns = pl->ns)
1593 {
1594 int dx = x - pl->ob->x;
1595 int dy = y - pl->ob->y;
1596
1597 int distance = idistance (dx, dy);
1598
1599 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 }
1602}
1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

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