ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC vs.
Revision 1.170 by root, Sun Nov 8 15:11:22 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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/* 31//+GPL
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 32
48/* 33sint8 maptile::outdoor_darkness;
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 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 97 return 0;
168 98
169 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* 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 100 * 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 101 * 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 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
185 */ 115 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 117 {
188 118 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 119 {
192 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
194 * pass through this space. 122 return 1;
195 */ 123 else
196 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
197 { 127 {
198 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
199 return 1; 132 return 1;
200 else 133 }
201 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
202 } 143 }
203 else 144 else
204 { 145 return 1; // unconditional block
205 /* In this case, the player must not have the object - 146
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 147 } else {
215 { 148 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 151
225 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob 153 && tmp->head_ () != ob
227 && tmp != ob 154 && tmp != ob
228 && tmp->type != DOOR 155 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
230 return 1; 157 return 1;
231 } 158 }
232
233 } 159 }
160
234 return 0; 161 return 0;
235} 162}
236 163
237/* 164/*
238 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
243 * 170 *
244 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
245 * 172 *
246 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
258 * 185 *
259 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
261 * against the move_block values. 188 * against the move_block values.
262 */ 189 */
263int 190bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
265{ 192{
266 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
280 196
281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 197 if (!pos.normalise ())
282 { 198 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284 199
285 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 201
287 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 203 return 1;
289 204
290 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
291 206 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 208 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 210 continue;
299 211
300 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
302 */ 214 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
304 return P_NO_PASS; 216 return 1;
305 } 217 }
306 218
307 return 0; 219 return 0;
308} 220}
309 221
311 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
312 * and insert them properly. 224 * and insert them properly.
313 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
315 */ 227 */
316void 228static void
317fix_container (object *container) 229fix_container (object *container)
318{ 230{
319 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
320 232
321 container->inv = 0; 233 container->inv = 0;
327 239
328 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
329 tmp = next; 241 tmp = next;
330 } 242 }
331 243
332 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
333 * carrying. 245 //TODO: remove
334 */ 246 container->update_weight ();
335 sum_weight (container);
336} 247}
248
249//-GPL
337 250
338void 251void
339maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
340{ 253{
341 if (!spaces) 254 if (!spaces)
343 256
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
347} 260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
348 276
349/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
352 * they are saved). 280 * they are saved).
356{ 284{
357 if (!spaces) 285 if (!spaces)
358 return; 286 return;
359 287
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 289 {
290 object *op = ms->bot;
291 while (op)
362 { 292 {
363 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 294 if (op->head_ () == op && !op->more && op->arch->more)
365 { 295 {
366 op->remove (); 296 op->remove ();
367 op->expand_tail (); 297 op->expand_tail ();
298
299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
369 } 306 }
307 else
308 op = op->above;
370 } 309 }
310 }
371} 311}
312
313//-GPL
372 314
373/* 315/*
374 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 317 * file pointer.
376 */ 318 */
377bool 319bool
378maptile::_load_objects (object_thawer &f) 320maptile::_load_objects (object_thawer &f)
379{ 321{
380 for (;;) 322 for (;;)
381 { 323 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 324 coroapi::cede_to_tick (); // cede once in a while
383 325
384 switch (f.kw) 326 switch (f.kw)
385 { 327 {
386 case KW_arch: 328 case KW_arch:
387 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
388 { 330 {
331 // TODO: why?
389 if (op->inv) 332 if (op->inv)
390 sum_weight (op); 333 op->update_weight ();
391 334
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
393 } 358 }
394 359
395 continue; 360 continue;
396 361
397 case KW_EOF: 362 case KW_EOF:
410} 375}
411 376
412void 377void
413maptile::activate () 378maptile::activate ()
414{ 379{
415 active = true;
416
417 if (spaces) 380 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 383 op->activate_recursive ();
421} 384}
422 385
423void 386void
424maptile::deactivate () 387maptile::deactivate ()
425{ 388{
426 active = false;
427
428 if (spaces) 389 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 392 op->deactivate_recursive ();
432} 393}
442 if (!spaces) 403 if (!spaces)
443 return false; 404 return false;
444 405
445 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
446 { 407 {
447 int unique = 0; 408 bool unique = 0;
409
448 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
449 { 411 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 413
453 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
454 continue; 415 continue;
455 416
456 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 418 {
458 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
459 op->write (f); 420 op->write (f);
460 } 421 }
461 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 423 op->write (f);
463 } 424 }
464 } 425 }
465 426
466 coroapi::cede_to_tick (); 427 coroapi::cede_to_tick ();
467 428
468 return true; 429 return true;
469}
470
471bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491} 430}
492 431
493bool 432bool
494maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
495{ 434{
510 */ 449 */
511 width = 16; 450 width = 16;
512 height = 16; 451 height = 16;
513 timeout = 300; 452 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = 25;
515 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
516} 456}
517 457
518maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
519{ 459{
540 if (spaces) 480 if (spaces)
541 return; 481 return;
542 482
543 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
544} 484}
485
486//+GPL
545 487
546/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
547 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
548 * at a later date. 490 * at a later date.
549 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
626 return items; 568 return items;
627} 569}
628 570
629/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
631static void 573static const char *
632print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
633{ 575{
634 int i; 576 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF];
636 577
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 579 {
640 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
641 { 581 {
642 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
644 else 584 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
646 } 586 }
647 else 587 else
648 { 588 {
649 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
651 else 591 else
652 sprintf (tmp, "*"); 592 buf.printf ("*");
653 } 593 }
654
655 strcat (output_string, tmp);
656 } 594 }
595
596 return buf;
657} 597}
598
599//-GPL
658 600
659/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
662 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
670bool 612bool
671maptile::_load_header (object_thawer &thawer) 613maptile::_load_header (object_thawer &thawer)
672{ 614{
673 for (;;) 615 for (;;)
674 { 616 {
675 thawer.next ();
676
677 switch (thawer.kw) 617 switch (thawer.kw)
678 { 618 {
679 case KW_msg: 619 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 620 thawer.get_ml (KW_endmsg, msg);
681 break; 621 break;
715 case KW_sky: thawer.get (sky); break; 655 case KW_sky: thawer.get (sky); break;
716 656
717 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
720 661
721 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723 664
724 // old names new names 665 // old names new names
735 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739 680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
740 case KW_end: 685 case KW_end:
686 thawer.next ();
741 return true; 687 return true;
742 688
743 default: 689 default:
744 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map", 0))
745 return false; 691 return false;
746 break; 692 break;
747 } 693 }
694
695 thawer.next ();
748 } 696 }
749 697
750 abort (); 698 abort ();
751} 699}
752 700
753bool 701//+GPL
754maptile::_load_header (const char *path)
755{
756 object_thawer thawer (path);
757
758 if (!thawer)
759 return false;
760
761 return _load_header (thawer);
762}
763 702
764/****************************************************************************** 703/******************************************************************************
765 * This is the start of unique map handling code 704 * This is the start of unique map handling code
766 *****************************************************************************/ 705 *****************************************************************************/
767 706
778 717
779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
780 unique = 1; 719 unique = 1;
781 720
782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
783 {
784 op->destroy_inv (false);
785 op->destroy (); 722 op->destroy ();
786 }
787 723
788 op = above; 724 op = above;
789 } 725 }
790 } 726 }
791} 727}
728
729//-GPL
792 730
793bool 731bool
794maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
795{ 733{
796#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
802 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
803 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
807 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
810 748
811 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
812 {
813 char shop[MAX_BUF];
814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
816 }
817
818 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
819 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
820 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
821 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
822 MAP_OUT (darkness); 755 MAP_OUT (darkness);
823 MAP_OUT (width); 756 MAP_OUT (width);
824 MAP_OUT (height); 757 MAP_OUT (height);
825 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
826 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
859 return false; 792 return false;
860 793
861 return freezer.save (path); 794 return freezer.save (path);
862} 795}
863 796
797//+GPL
798
864/* 799/*
865 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
866 */ 801 */
867void 802void
868maptile::clear () 803maptile::clear ()
869{ 804{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
873 if (spaces) 805 if (spaces)
874 { 806 {
875 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
876 while (object *op = ms->bot) 808 while (object *op = ms->bot)
877 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
878 op = op->head_ (); 816 object *head = op->head_ ();
879 op->destroy_inv (false); 817 if (op == head)
880 op->destroy (); 818 op->destroy ();
819 else if (head->map != op->map)
820 {
821 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
822 head->destroy ();
823 }
881 } 824 }
882 825
883 sfree (spaces, size ()), spaces = 0; 826 sfree0 (spaces, size ());
884 } 827 }
885 828
886 if (buttons) 829 if (buttons)
887 free_objectlinkpt (buttons), buttons = 0; 830 free_objectlinkpt (buttons), buttons = 0;
831
832 sfree0 (regions, size ());
833 delete [] regionmap; regionmap = 0;
888} 834}
889 835
890void 836void
891maptile::clear_header () 837maptile::clear_header ()
892{ 838{
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break; 891 break;
946 892
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 893 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE) 895 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID) 897 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ()) 898 || op->is_alive ())
954 ; // do not decay 899 ; // do not decay
993 op->destroy (); 938 op->destroy ();
994 } 939 }
995} 940}
996 941
997/* 942/*
998 * Updates every button on the map (by calling update_button() for them).
999 */
1000void
1001maptile::update_buttons ()
1002{
1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1005 {
1006 if (!ol->ob)
1007 {
1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1010 continue;
1011 }
1012
1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1014 {
1015 update_button (ol->ob);
1016 break;
1017 }
1018 }
1019}
1020
1021/*
1022 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1023 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1024 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1025 * 946 *
1026 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1027 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1028 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1029 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1030 */ 951 */
1031int 952int
1032maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
1033{ 954{
1034 long monster_cnt = 0; 955 long monster_cnt = 0;
1046 967
1047 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (QUERY_FLAG (op, FLAG_GENERATOR))
1048 { 969 {
1049 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1050 971
1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
1052 total_exp += at->stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1053
1054 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1055 } 983 }
1056 } 984 }
1057 985
1058 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1059 987
1072 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1073 */ 1001 */
1074int 1002int
1075maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1076{ 1004{
1077 int new_level = darkness + change;
1078
1079 /* Nothing to do */ 1005 /* Nothing to do */
1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1081 return 0; 1007 return 0;
1082 1008
1083 /* inform all players on the map */ 1009 /* inform all players on the map */
1084 if (change > 0) 1010 if (change > 0)
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1086 else 1012 else
1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1088 1014
1089 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1090 * we need to be extra careful about negative values.
1091 * In general, the checks below are only needed if change
1092 * is not +/-1
1093 */
1094 if (new_level < 0)
1095 darkness = 0;
1096 else if (new_level >= MAX_DARKNESS)
1097 darkness = MAX_DARKNESS;
1098 else
1099 darkness = new_level;
1100 1016
1101 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1102 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1103 return 1; 1020 return 1;
1104} 1021}
1105 1022
1106/* 1023/*
1107 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1110 * through, etc) 1027 * through, etc)
1111 */ 1028 */
1112void 1029void
1113mapspace::update_ () 1030mapspace::update_ ()
1114{ 1031{
1115 object *tmp, *last = 0; 1032 object *last = 0;
1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE, anywhere = 0;
1034 sint8 light = 0;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t nrof = 0;
1118 1038
1119 //object *middle = 0; 1039 //object *middle = 0;
1120 //object *top = 0; 1040 //object *top = 0;
1121 //object *floor = 0; 1041 //object *floor = 0;
1122 // this seems to generate better code than using locals, above 1042 // this seems to generate better code than using locals, above
1123 object *&top = faces_obj[0] = 0; 1043 object *&top = faces_obj[0] = 0;
1124 object *&middle = faces_obj[1] = 0; 1044 object *&middle = faces_obj[1] = 0;
1125 object *&floor = faces_obj[2] = 0; 1045 object *&floor = faces_obj[2] = 0;
1126 1046
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 { 1048 {
1129 /* This could be made additive I guess (two lights better than 1049 ++nrof;
1130 * one). But if so, it shouldn't be a simple additive - 2 1050
1131 * light bulbs do not illuminate twice as far as once since 1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius; 1052 light += tmp->glow_radius;
1136 1053
1137 /* This call is needed in order to update objects the player 1054 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc). 1055 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn 1056 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the 1057 * 3 times each time the player moves, because many of the
1142 * 1059 *
1143 * Always put the player down for drawing. 1060 * Always put the player down for drawing.
1144 */ 1061 */
1145 if (!tmp->invisible) 1062 if (!tmp->invisible)
1146 { 1063 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1148 top = tmp; 1065 top = tmp;
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1066 else
1150 { 1067 {
1068 if (tmp->flag [FLAG_IS_FLOOR])
1069 {
1151 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1153 */ 1072 */
1154 middle = 0; 1073 middle = 0;
1155 top = 0; 1074 top = 0;
1156 floor = tmp; 1075 floor = tmp;
1076 }
1077 else
1078 {
1079 if (!tmp->flag [FLAG_NO_PICK])
1080 volume += tmp->volume ();
1081
1082 /* Flag anywhere have high priority */
1083 if (tmp->flag [FLAG_SEE_ANYWHERE])
1084 {
1085 middle = tmp;
1086 anywhere = 1;
1087 }
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1093 middle = tmp;
1094 }
1157 } 1095 }
1158 /* Flag anywhere have high priority */
1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1160 {
1161 middle = tmp;
1162 anywhere = 1;
1163 }
1164 /* Find the highest visible face around. If equal
1165 * visibilities, we still want the one nearer to the
1166 * top
1167 */
1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1169 middle = tmp;
1170 }
1171
1172 if (tmp == tmp->above)
1173 {
1174 LOG (llevError, "Error in structure of map\n");
1175 exit (-1);
1176 } 1096 }
1177 1097
1178 move_slow |= tmp->move_slow; 1098 move_slow |= tmp->move_slow;
1179 move_block |= tmp->move_block; 1099 move_block |= tmp->move_block;
1180 move_on |= tmp->move_on; 1100 move_on |= tmp->move_on;
1187 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1188 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1189 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1190 } 1110 }
1191 1111
1192 this->light = light; 1112 this->light = min (light, MAX_LIGHT_RADIUS);
1193 this->flags_ = flags; 1113 this->flags_ = flags;
1194 this->move_block = move_block & ~move_allow; 1114 this->move_block = move_block & ~move_allow;
1195 this->move_on = move_on; 1115 this->move_on = move_on;
1196 this->move_off = move_off; 1116 this->move_off = move_off;
1197 this->move_slow = move_slow; 1117 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024;
1119 this->nrof_ = min (65535, nrof);
1198 1120
1199 /* At this point, we have a floor face (if there is a floor), 1121 /* At this point, we have a floor face (if there is a floor),
1200 * and the floor is set - we are not going to touch it at 1122 * and the floor is set - we are not going to touch it at
1201 * this point. 1123 * this point.
1202 * middle contains the highest visibility face. 1124 * middle contains the highest visibility face.
1217 * 1) top face is set, need middle to be set. 1139 * 1) top face is set, need middle to be set.
1218 * 2) middle is set, need to set top. 1140 * 2) middle is set, need to set top.
1219 * 3) neither middle or top is set - need to set both. 1141 * 3) neither middle or top is set - need to set both.
1220 */ 1142 */
1221 1143
1222 for (tmp = last; tmp; tmp = tmp->below) 1144 for (object *tmp = last; tmp; tmp = tmp->below)
1223 { 1145 {
1224 /* Once we get to a floor, stop, since we already have a floor object */ 1146 /* Once we get to a floor, stop, since we already have a floor object */
1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1147 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1226 break; 1148 break;
1227 1149
1268 faces_obj [1] = middle; 1190 faces_obj [1] = middle;
1269 faces_obj [2] = floor; 1191 faces_obj [2] = floor;
1270#endif 1192#endif
1271} 1193}
1272 1194
1273uint64 1195maptile *
1274mapspace::volume () const 1196maptile::tile_available (int dir, bool load)
1275{ 1197{
1276 uint64 vol = 0; 1198 if (tile_path[dir])
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282}
1283
1284/* this updates the orig_map->tile_map[tile_num] value after finding
1285 * the map. It also takes care of linking back the freshly found
1286 * maps tile_map values if it tiles back to this one. It returns
1287 * the value of orig_map->tile_map[tile_num].
1288 */
1289static inline maptile *
1290find_and_link (maptile *orig_map, int tile_num)
1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 } 1199 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201 return tile_map[dir];
1308 1202
1309 int dest_tile = (tile_num + 2) % 4; 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 }
1310 1206
1311 orig_map->tile_map [tile_num] = mp;
1312
1313 // optimisation: back-link map to origin map if euclidean
1314 //TODO: non-euclidean maps MUST GO
1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1317
1318 return mp; 1207 return 0;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1325} 1208}
1326 1209
1327/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1328 * map m. This function also takes into account any 1211 * map m. This function also takes into account any
1329 * tiling considerations, loading adjacant maps as needed. 1212 * tiling considerations, loading adjacant maps as needed.
1342 if (!m) 1225 if (!m)
1343 return 0; 1226 return 0;
1344 1227
1345 if (x < 0) 1228 if (x < 0)
1346 { 1229 {
1347 if (!m->tile_path[3]) 1230 if (!m->tile_available (3))
1348 return 1; 1231 return 1;
1349 1232
1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 3);
1352
1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1354 } 1234 }
1355 1235
1356 if (x >= m->width) 1236 if (x >= m->width)
1357 { 1237 {
1358 if (!m->tile_path[1]) 1238 if (!m->tile_available (1))
1359 return 1; 1239 return 1;
1360 1240
1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 1);
1363
1364 return out_of_map (m->tile_map[1], x - m->width, y); 1241 return out_of_map (m->tile_map[1], x - m->width, y);
1365 } 1242 }
1366 1243
1367 if (y < 0) 1244 if (y < 0)
1368 { 1245 {
1369 if (!m->tile_path[0]) 1246 if (!m->tile_available (0))
1370 return 1; 1247 return 1;
1371 1248
1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 0);
1374
1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1376 } 1250 }
1377 1251
1378 if (y >= m->height) 1252 if (y >= m->height)
1379 { 1253 {
1380 if (!m->tile_path[2]) 1254 if (!m->tile_available (2))
1381 return 1; 1255 return 1;
1382
1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 2);
1385 1256
1386 return out_of_map (m->tile_map[2], x, y - m->height); 1257 return out_of_map (m->tile_map[2], x, y - m->height);
1387 } 1258 }
1388 1259
1389 /* Simple case - coordinates are within this local 1260 /* Simple case - coordinates are within this local
1403maptile * 1274maptile *
1404maptile::xy_find (sint16 &x, sint16 &y) 1275maptile::xy_find (sint16 &x, sint16 &y)
1405{ 1276{
1406 if (x < 0) 1277 if (x < 0)
1407 { 1278 {
1408 if (!tile_path[3]) 1279 if (!tile_available (3))
1409 return 0; 1280 return 0;
1410 1281
1411 find_and_link (this, 3);
1412 x += tile_map[3]->width; 1282 x += tile_map[3]->width;
1413 return tile_map[3]->xy_find (x, y); 1283 return tile_map[3]->xy_find (x, y);
1414 } 1284 }
1415 1285
1416 if (x >= width) 1286 if (x >= width)
1417 { 1287 {
1418 if (!tile_path[1]) 1288 if (!tile_available (1))
1419 return 0; 1289 return 0;
1420 1290
1421 find_and_link (this, 1);
1422 x -= width; 1291 x -= width;
1423 return tile_map[1]->xy_find (x, y); 1292 return tile_map[1]->xy_find (x, y);
1424 } 1293 }
1425 1294
1426 if (y < 0) 1295 if (y < 0)
1427 { 1296 {
1428 if (!tile_path[0]) 1297 if (!tile_available (0))
1429 return 0; 1298 return 0;
1430 1299
1431 find_and_link (this, 0);
1432 y += tile_map[0]->height; 1300 y += tile_map[0]->height;
1433 return tile_map[0]->xy_find (x, y); 1301 return tile_map[0]->xy_find (x, y);
1434 } 1302 }
1435 1303
1436 if (y >= height) 1304 if (y >= height)
1437 { 1305 {
1438 if (!tile_path[2]) 1306 if (!tile_available (2))
1439 return 0; 1307 return 0;
1440 1308
1441 find_and_link (this, 2);
1442 y -= height; 1309 y -= height;
1443 return tile_map[2]->xy_find (x, y); 1310 return tile_map[2]->xy_find (x, y);
1444 } 1311 }
1445 1312
1446 /* Simple case - coordinates are within this local 1313 /* Simple case - coordinates are within this local
1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1458{ 1325{
1459 if (!map1 || !map2) 1326 if (!map1 || !map2)
1460 return 0; 1327 return 0;
1461 1328
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!) 1330 //fix: compare paths instead (this is likely faster, too!)
1464 if (map1 == map2) 1331 if (map1 == map2)
1465 { 1332 {
1466 *dx = 0; 1333 *dx = 0;
1467 *dy = 0; 1334 *dy = 0;
1649 else 1516 else
1650 { 1517 {
1651 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1653 1520
1654 retval->part = NULL; 1521 retval->part = 0;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1657 } 1524 }
1658} 1525}
1659 1526
1660/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
1671 int dx, dy; 1538 int dx, dy;
1672 1539
1673 return adjacent_map (op1->map, op2->map, &dx, &dy); 1540 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674} 1541}
1675 1542
1543//-GPL
1544
1676object * 1545object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{ 1547{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683} 1549}
1684 1550
1685region * 1551region *
1686maptile::region (int x, int y) const 1552maptile::region (int x, int y) const
1695 return default_region; 1561 return default_region;
1696 1562
1697 return ::region::default_region (); 1563 return ::region::default_region ();
1698} 1564}
1699 1565
1566//+GPL
1567
1700/* picks a random object from a style map. 1568/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */ 1569 */
1704object * 1570object *
1705maptile::pick_random_object () const 1571maptile::pick_random_object (rand_gen &gen) const
1706{ 1572{
1707 /* while returning a null object will result in a crash, that 1573 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because 1574 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash. 1575 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make 1576 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me. 1577 * any difference, but this seems clearer to me.
1712 */ 1578 */
1713 for (int i = 1000; --i;) 1579 for (int i = 1000; --i;)
1714 { 1580 {
1715 object *pick = at (rndm (width), rndm (height)).bot; 1581 object *pick = at (gen (width), gen (height)).bot;
1716 1582
1717 // do not prefer big monsters just because they are big. 1583 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick) 1584 if (pick && pick->is_head ())
1719 return pick->head_ (); 1585 return pick->head_ ();
1720 } 1586 }
1721 1587
1722 // instead of crashing in the unlikely(?) case, try to return *something* 1588 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked"); 1589 return archetype::find (shstr_bug);
1724} 1590}
1725 1591
1592//-GPL
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players_on_map (pl, this)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy);
1610 }
1611}
1612
1613void
1614maptile::say_msg (const char *msg, int x, int y) const
1615{
1616 for_all_players (pl)
1617 if (client *ns = pl->ns)
1618 {
1619 int dx = x - pl->ob->x;
1620 int dy = y - pl->ob->y;
1621
1622 int distance = idistance (dx, dy);
1623
1624 if (distance <= MAX_SOUND_DISTANCE)
1625 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1626 }
1627}
1628
1629static void
1630split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1631{
1632 // clip to map to the left
1633 if (x0 < 0)
1634 {
1635 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1636 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1637
1638 if (x1 < 0) // entirely to the left
1639 return;
1640
1641 x0 = 0;
1642 }
1643
1644 // clip to map to the right
1645 if (x1 > m->width)
1646 {
1647 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1648 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1649
1650 if (x0 > m->width) // entirely to the right
1651 return;
1652
1653 x1 = m->width;
1654 }
1655
1656 // clip to map above
1657 if (y0 < 0)
1658 {
1659 if (maptile *tile = m->tile_available (TILE_UP, 1))
1660 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1661
1662 if (y1 < 0) // entirely above
1663 return;
1664
1665 y0 = 0;
1666 }
1667
1668 // clip to map below
1669 if (y1 > m->height)
1670 {
1671 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1672 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1673
1674 if (y0 > m->height) // entirely below
1675 return;
1676
1677 y1 = m->height;
1678 }
1679
1680 // if we get here, the rect is within the current map
1681 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1682
1683 r->m = m;
1684 r->x0 = x0;
1685 r->y0 = y0;
1686 r->x1 = x1;
1687 r->y1 = y1;
1688 r->dx = dx;
1689 r->dy = dy;
1690}
1691
1692maprect *
1693maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1694{
1695 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1696 buf.clear ();
1697
1698 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1699
1700 // add end marker
1701 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1702 r->m = 0;
1703
1704 return (maprect *)buf.linearise ();
1705}
1706

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines