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Comparing deliantra/server/common/map.C (file contents):
Revision 1.116 by root, Wed Aug 15 04:57:48 2007 UTC vs.
Revision 1.178 by root, Sun Nov 29 09:41:27 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 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");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 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))
132 return 1; 132 return 1;
133 else 133 }
134 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;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 157 return 1;
164 } 158 }
165
166 } 159 }
160
167 return 0; 161 return 0;
168} 162}
169 163
170/* 164/*
171 * 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
172 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
176 * 170 *
177 * 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.
178 * 172 *
179 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
191 * 185 *
192 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
193 * 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
194 * against the move_block values. 188 * against the move_block values.
195 */ 189 */
196int 190bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
198{ 192{
199 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
213 196
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 197 if (!pos.normalise ())
215 { 198 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 199
218 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 201
220 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 203 return 1;
222 204
223 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
224 206 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * 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.
228 */ 208 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 210 continue;
232 211
233 /* 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
234 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
235 */ 214 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
237 return P_NO_PASS; 216 return 1;
238 } 217 }
239 218
240 return 0; 219 return 0;
241} 220}
242 221
243/* When the map is loaded, load_object does not actually insert objects 222//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 223
271void 224void
272maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
273{ 226{
274 if (!spaces) 227 if (!spaces)
276 229
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
280} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
281 262
282/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
285 * they are saved). 266 * they are saved).
313 op = op->above; 294 op = op->above;
314 } 295 }
315 } 296 }
316} 297}
317 298
299//-GPL
300
318/* 301/*
319 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 303 * file pointer.
321 */ 304 */
322bool 305bool
323maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
324{ 307{
325 for (;;) 308 for (;;)
326 { 309 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
328 311
329 switch (f.kw) 312 switch (f.kw)
330 { 313 {
331 case KW_arch: 314 case KW_arch:
332 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
333 { 316 {
317 // TODO: why?
334 if (op->inv) 318 if (op->inv)
335 sum_weight (op); 319 op->update_weight ();
336 320
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
338 } 344 }
339 345
340 continue; 346 continue;
341 347
342 case KW_EOF: 348 case KW_EOF:
383 if (!spaces) 389 if (!spaces)
384 return false; 390 return false;
385 391
386 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
387 { 393 {
388 int unique = 0; 394 bool unique = 0;
395
389 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
390 { 397 {
391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
392 unique = 1;
393 399
394 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
395 continue; 401 continue;
396 402
397 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
398 { 404 {
399 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
400 op->write (f); 406 op->write (f);
401 } 407 }
402 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f); 409 op->write (f);
404 } 410 }
405 } 411 }
406 412
407 coroapi::cede_to_tick (); 413 coroapi::cede_to_tick ();
408 414
409 return true; 415 return true;
410}
411
412bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432} 416}
433 417
434bool 418bool
435maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
436{ 420{
450 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
451 */ 435 */
452 width = 16; 436 width = 16;
453 height = 16; 437 height = 16;
454 timeout = 300; 438 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
457} 441}
458 442
459maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
460{ 444{
481 if (spaces) 465 if (spaces)
482 return; 466 return;
483 467
484 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
485} 469}
470
471//+GPL
486 472
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 475 * at a later date.
490 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
567 return items; 553 return items;
568} 554}
569 555
570/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
572static void 558static const char *
573print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
574{ 560{
575 int i; 561 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 562
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 564 {
581 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
582 { 566 {
583 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 569 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
587 } 571 }
588 else 572 else
589 { 573 {
590 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 576 else
593 sprintf (tmp, "*"); 577 buf.printf ("*");
594 } 578 }
595
596 strcat (output_string, tmp);
597 } 579 }
580
581 return buf;
598} 582}
583
584//-GPL
599 585
600/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
611bool 597bool
612maptile::_load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
613{ 599{
614 for (;;) 600 for (;;)
615 { 601 {
616 thawer.next ();
617
618 switch (thawer.kw) 602 switch (thawer.kw)
619 { 603 {
620 case KW_msg: 604 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
622 break; 606 break;
646 case KW_shopgreed: thawer.get (shopgreed); break; 630 case KW_shopgreed: thawer.get (shopgreed); break;
647 case KW_shopmin: thawer.get (shopmin); break; 631 case KW_shopmin: thawer.get (shopmin); break;
648 case KW_shopmax: thawer.get (shopmax); break; 632 case KW_shopmax: thawer.get (shopmax); break;
649 case KW_shoprace: thawer.get (shoprace); break; 633 case KW_shoprace: thawer.get (shoprace); break;
650 case KW_outdoor: thawer.get (outdoor); break; 634 case KW_outdoor: thawer.get (outdoor); break;
651 case KW_temp: thawer.get (temp); break;
652 case KW_pressure: thawer.get (pressure); break;
653 case KW_humid: thawer.get (humid); break;
654 case KW_windspeed: thawer.get (windspeed); break;
655 case KW_winddir: thawer.get (winddir); break;
656 case KW_sky: thawer.get (sky); break;
657 635
658 case KW_per_player: thawer.get (per_player); break; 636 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 637 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 638 case KW_no_reset: thawer.get (no_reset); break;
639 case KW_no_drop: thawer.get (no_drop); break;
661 640
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 641 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 642 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 643
665 // old names new names 644 // old names new names
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 656 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 657 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 658 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 659
681 case KW_ERROR: 660 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 661 set_key_text (thawer.kw_str, thawer.value);
683 break; 662 break;
684 663
685 case KW_end: 664 case KW_end:
665 thawer.next ();
686 return true; 666 return true;
687 667
688 default: 668 default:
689 if (!thawer.parse_error ("map", 0)) 669 if (!thawer.parse_error ("map", 0))
690 return false; 670 return false;
691 break; 671 break;
692 } 672 }
673
674 thawer.next ();
693 } 675 }
694 676
695 abort (); 677 abort ();
696} 678}
697 679
698bool 680//+GPL
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707}
708 681
709/****************************************************************************** 682/******************************************************************************
710 * This is the start of unique map handling code 683 * This is the start of unique map handling code
711 *****************************************************************************/ 684 *****************************************************************************/
712 685
723 696
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 697 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1; 698 unique = 1;
726 699
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 700 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 701 op->destroy ();
731 }
732 702
733 op = above; 703 op = above;
734 } 704 }
735 } 705 }
736} 706}
737 707
708//-GPL
709
738bool 710bool
739maptile::_save_header (object_freezer &freezer) 711maptile::_save_header (object_freezer &freezer)
740{ 712{
741#define MAP_OUT(k) freezer.put (KW_ ## k, k) 713#define MAP_OUT(k) freezer.put (KW(k), k)
742#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 714#define MAP_OUT2(k,v) freezer.put (KW(k), v)
743 715
744 MAP_OUT2 (arch, "map"); 716 MAP_OUT2 (arch, CS(map));
745 717
746 if (name) MAP_OUT (name); 718 if (name) MAP_OUT (name);
747 MAP_OUT (swap_time); 719 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 720 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 721 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 722 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 723 MAP_OUT (no_reset);
724 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 725 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name); 726 if (default_region) MAP_OUT2 (region, default_region->name);
755 727
756 if (shopitems) 728 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed); 729 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin); 730 MAP_OUT (shopmin);
765 MAP_OUT (shopmax); 731 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace); 732 if (shoprace) MAP_OUT (shoprace);
767 MAP_OUT (darkness); 733
768 MAP_OUT (width); 734 MAP_OUT (width);
769 MAP_OUT (height); 735 MAP_OUT (height);
770 MAP_OUT (enter_x); 736 MAP_OUT (enter_x);
771 MAP_OUT (enter_y); 737 MAP_OUT (enter_y);
772 738 MAP_OUT (darkness);
773 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775
776 MAP_OUT (outdoor); 739 MAP_OUT (outdoor);
777 MAP_OUT (temp); 740
778 MAP_OUT (pressure); 741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
779 MAP_OUT (humid); 742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
780 MAP_OUT (windspeed);
781 MAP_OUT (winddir);
782 MAP_OUT (sky);
783 743
784 MAP_OUT (per_player); 744 MAP_OUT (per_player);
785 MAP_OUT (per_party); 745 MAP_OUT (per_party);
786 746
787 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 747 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 748 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 749 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 750 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791 751
792 freezer.put (this); 752 freezer.put (this);
793 freezer.put (KW_end); 753 freezer.put (KW(end));
794 754
795 return true; 755 return true;
796} 756}
797 757
798bool 758bool
804 return false; 764 return false;
805 765
806 return freezer.save (path); 766 return freezer.save (path);
807} 767}
808 768
769//+GPL
770
809/* 771/*
810 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
811 */ 773 */
812void 774void
813maptile::clear () 775maptile::clear ()
814{ 776{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 777 if (spaces)
819 { 778 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 779 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 780 while (object *op = ms->bot)
822 { 781 {
782 // manually remove, as to not trigger anything
783 if (ms->bot = op->above)
784 ms->bot->below = 0;
785
786 op->flag [FLAG_REMOVED] = true;
787
823 op = op->head_ (); 788 object *head = op->head_ ();
824 op->destroy_inv (false); 789 if (op == head)
825 op->destroy (); 790 op->destroy ();
791 else if (head->map != op->map)
792 {
793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
794 head->destroy ();
795 }
826 } 796 }
827 797
828 sfree (spaces, size ()), spaces = 0; 798 sfree0 (spaces, size ());
829 } 799 }
830 800
831 if (buttons) 801 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 802 free_objectlinkpt (buttons), buttons = 0;
803
804 sfree0 (regions, size ());
805 delete [] regionmap; regionmap = 0;
833} 806}
834 807
835void 808void
836maptile::clear_header () 809maptile::clear_header ()
837{ 810{
870 843
871 clear (); 844 clear ();
872} 845}
873 846
874/* decay and destroy perishable items in a map */ 847/* decay and destroy perishable items in a map */
848// TODO: should be done regularly, not on map load?
875void 849void
876maptile::do_decay_objects () 850maptile::do_decay_objects ()
877{ 851{
878 if (!spaces) 852 if (!spaces)
879 return; 853 return;
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 863 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break; 864 break;
891 865
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 866 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 867 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 868 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 869 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID) 870 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 871 || op->is_alive ())
899 ; // do not decay 872 ; // do not decay
927 || mat & M_LIQUID 900 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 901 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 902 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 905 //|| (mat & M_ICE && temp > 32)
906 )
933 destroy = 1; 907 destroy = 1;
934 } 908 }
935 909
936 /* adjust overall chance below */ 910 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 911 if (destroy && rndm (0, 1))
938 op->destroy (); 912 op->destroy ();
939 }
940}
941
942/*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945void
946maptile::update_buttons ()
947{
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
962 }
963 } 913 }
964} 914}
965 915
966/* 916/*
967 * This routine is supposed to find out the difficulty of the map. 917 * This routine is supposed to find out the difficulty of the map.
968 * difficulty does not have a lot to do with character level, 918 * difficulty does not have a lot to do with character level,
969 * but does have a lot to do with treasure on the map. 919 * but does have a lot to do with treasure on the map.
970 * 920 *
971 * Difficulty can now be set by the map creature. If the value stored 921 * Difficulty can now be set by the map creator. If the value stored
972 * in the map is zero, then use this routine. Maps should really 922 * in the map is zero, then use this routine. Maps should really
973 * have a difficulty set than using this function - human calculation 923 * have a difficulty set rather than using this function - human calculation
974 * is much better than this functions guesswork. 924 * is much better than this function's guesswork.
975 */ 925 */
976int 926int
977maptile::estimate_difficulty () const 927maptile::estimate_difficulty () const
978{ 928{
979 long monster_cnt = 0; 929 long monster_cnt = 0;
991 941
992 if (QUERY_FLAG (op, FLAG_GENERATOR)) 942 if (QUERY_FLAG (op, FLAG_GENERATOR))
993 { 943 {
994 total_exp += op->stats.exp; 944 total_exp += op->stats.exp;
995 945
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 946 if (archetype *at = op->other_arch)
947 {
997 total_exp += at->stats.exp * 8; 948 total_exp += at->stats.exp * 8;
998
999 monster_cnt++; 949 monster_cnt++;
950 }
951
952 for (object *inv = op->inv; inv; inv = inv->below)
953 {
954 total_exp += op->stats.exp * 8;
955 monster_cnt++;
956 }
1000 } 957 }
1001 } 958 }
1002 959
1003 avgexp = (double) total_exp / monster_cnt; 960 avgexp = (double) total_exp / monster_cnt;
1004 961
1017 * postive values make it darker, negative make it brighter 974 * postive values make it darker, negative make it brighter
1018 */ 975 */
1019int 976int
1020maptile::change_map_light (int change) 977maptile::change_map_light (int change)
1021{ 978{
1022 int new_level = darkness + change;
1023
1024 /* Nothing to do */ 979 /* Nothing to do */
1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 980 if (!change)
1026 return 0; 981 return 0;
1027 982
1028 /* inform all players on the map */ 983 /* inform all players on the map */
1029 if (change > 0) 984 if (change > 0)
1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1031 else 986 else
1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1033 988
1034 /* Do extra checking. since darkness is a unsigned value, 989 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1035 * we need to be extra careful about negative values.
1036 * In general, the checks below are only needed if change
1037 * is not +/-1
1038 */
1039 if (new_level < 0)
1040 darkness = 0;
1041 else if (new_level >= MAX_DARKNESS)
1042 darkness = MAX_DARKNESS;
1043 else
1044 darkness = new_level;
1045 990
1046 /* All clients need to get re-updated for the change */ 991 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this); 992 update_all_map_los (this);
993
1048 return 1; 994 return 1;
1049} 995}
1050 996
1051/* 997/*
1052 * This function updates various attributes about a specific space 998 * This function updates various attributes about a specific space
1055 * through, etc) 1001 * through, etc)
1056 */ 1002 */
1057void 1003void
1058mapspace::update_ () 1004mapspace::update_ ()
1059{ 1005{
1060 object *tmp, *last = 0; 1006 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1007 uint8 flags = P_UPTODATE;
1008 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1009 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1010 uint64_t volume = 0;
1011 uint32_t items = 0;
1012 object *anywhere = 0;
1013 uint8_t middle_visibility = 0;
1063 1014
1064 //object *middle = 0; 1015 //object *middle = 0;
1065 //object *top = 0; 1016 //object *top = 0;
1066 //object *floor = 0; 1017 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1071 1022
1023 object::flags_t allflags; // all flags of all objects or'ed together
1024
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1026 {
1074 /* This could be made additive I guess (two lights better than 1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius; 1028 light += tmp->glow_radius;
1081 1029
1082 /* This call is needed in order to update objects the player 1030 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc). 1031 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn 1032 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the 1033 * 3 times each time the player moves, because many of the
1086 * functions the move_player calls eventualy call this. 1034 * functions the move_player calls eventualy call this.
1087 * 1035 *
1088 * Always put the player down for drawing. 1036 * Always put the player down for drawing.
1089 */ 1037 */
1090 if (!tmp->invisible) 1038 if (expect_true (!tmp->invisible))
1091 { 1039 {
1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1093 top = tmp; 1041 top = tmp;
1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1095 { 1043 {
1096 /* If we got a floor, that means middle and top were below it, 1044 /* If we got a floor, that means middle and top were below it,
1097 * so should not be visible, so we clear them. 1045 * so should not be visible, so we clear them.
1098 */ 1046 */
1099 middle = 0; 1047 middle = 0;
1100 top = 0; 1048 top = 0;
1101 floor = tmp; 1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1102 } 1052 }
1103 /* Flag anywhere have high priority */ 1053 else
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 { 1054 {
1055 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1056 {
1057 ++items;
1058 volume += tmp->volume ();
1059 }
1060
1061 /* Flag anywhere have high priority */
1062 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1063 anywhere = tmp;
1064
1065 /* Find the highest visible face around. If equal
1066 * visibilities, we still want the one nearer to the
1067 * top
1068 */
1069 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1070 {
1071 middle_visibility = ::faces [tmp->face].visibility;
1106 middle = tmp; 1072 middle = tmp;
1107 anywhere = 1; 1073 }
1108 } 1074 }
1109 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the
1111 * top
1112 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114 middle = tmp;
1115 }
1116
1117 if (tmp == tmp->above)
1118 {
1119 LOG (llevError, "Error in structure of map\n");
1120 exit (-1);
1121 } 1075 }
1122 1076
1123 move_slow |= tmp->move_slow; 1077 move_slow |= tmp->move_slow;
1124 move_block |= tmp->move_block; 1078 move_block |= tmp->move_block;
1125 move_on |= tmp->move_on; 1079 move_on |= tmp->move_on;
1126 move_off |= tmp->move_off; 1080 move_off |= tmp->move_off;
1127 move_allow |= tmp->move_allow; 1081 move_allow |= tmp->move_allow;
1128 1082
1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1083 allflags |= tmp->flag;
1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1084
1131 if (tmp->type == PLAYER) flags |= P_PLAYER; 1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1087 }
1136 1088
1137 this->light = light; 1089 // FLAG_SEE_ANYWHERE takes precedence
1090 if (anywhere)
1091 middle = anywhere;
1092
1093 // ORing all flags together and checking them here is much faster
1094 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1095 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1096 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1097 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1098
1099 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1100 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1101 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1102 this->move_on = move_on;
1141 this->move_off = move_off; 1103 this->move_off = move_off;
1142 this->move_slow = move_slow; 1104 this->move_slow = move_slow;
1105 this->volume_ = (volume + 1023) / 1024;
1106 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1143 1107
1144 /* At this point, we have a floor face (if there is a floor), 1108 /* At this point, we have a floor face (if there is a floor),
1145 * and the floor is set - we are not going to touch it at 1109 * and the floor is set - we are not going to touch it at
1146 * this point. 1110 * this point.
1147 * middle contains the highest visibility face. 1111 * middle contains the highest visibility face.
1162 * 1) top face is set, need middle to be set. 1126 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top. 1127 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both. 1128 * 3) neither middle or top is set - need to set both.
1165 */ 1129 */
1166 1130
1167 for (tmp = last; tmp; tmp = tmp->below) 1131 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1132 {
1169 /* Once we get to a floor, stop, since we already have a floor object */ 1133 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1134 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171 break; 1135 break;
1172 1136
1213 faces_obj [1] = middle; 1177 faces_obj [1] = middle;
1214 faces_obj [2] = floor; 1178 faces_obj [2] = floor;
1215#endif 1179#endif
1216} 1180}
1217 1181
1218uint64 1182maptile *
1219mapspace::volume () const 1183maptile::tile_available (int dir, bool load)
1220{ 1184{
1221 uint64 vol = 0; 1185 if (tile_path[dir])
1222
1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
1225
1226 return vol;
1227}
1228
1229/* this updates the orig_map->tile_map[tile_num] value after finding
1230 * the map. It also takes care of linking back the freshly found
1231 * maps tile_map values if it tiles back to this one. It returns
1232 * the value of orig_map->tile_map[tile_num].
1233 */
1234static inline maptile *
1235find_and_link (maptile *orig_map, int tile_num)
1236{
1237 maptile *mp = orig_map->tile_map [tile_num];
1238
1239 if (!mp)
1240 {
1241 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1242
1243 if (!mp)
1244 {
1245 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1246 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1247 &orig_map->tile_path[tile_num], &orig_map->path);
1248 mp = new maptile (1, 1);
1249 mp->alloc ();
1250 mp->in_memory = MAP_IN_MEMORY;
1251 }
1252 } 1186 {
1187 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1188 return tile_map[dir];
1253 1189
1254 int dest_tile = (tile_num + 2) % 4; 1190 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1191 return tile_map[dir];
1192 }
1255 1193
1256 orig_map->tile_map [tile_num] = mp;
1257
1258 // optimisation: back-link map to origin map if euclidean
1259 //TODO: non-euclidean maps MUST GO
1260 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1261 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1262
1263 return mp; 1194 return 0;
1264}
1265
1266static inline void
1267load_and_link (maptile *orig_map, int tile_num)
1268{
1269 find_and_link (orig_map, tile_num)->load_sync ();
1270} 1195}
1271 1196
1272/* this returns TRUE if the coordinates (x,y) are out of 1197/* this returns TRUE if the coordinates (x,y) are out of
1273 * map m. This function also takes into account any 1198 * map m. This function also takes into account any
1274 * tiling considerations, loading adjacant maps as needed. 1199 * tiling considerations, loading adjacant maps as needed.
1287 if (!m) 1212 if (!m)
1288 return 0; 1213 return 0;
1289 1214
1290 if (x < 0) 1215 if (x < 0)
1291 { 1216 {
1292 if (!m->tile_path[3]) 1217 if (!m->tile_available (3))
1293 return 1; 1218 return 1;
1294 1219
1295 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1296 find_and_link (m, 3);
1297
1298 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1220 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1299 } 1221 }
1300 1222
1301 if (x >= m->width) 1223 if (x >= m->width)
1302 { 1224 {
1303 if (!m->tile_path[1]) 1225 if (!m->tile_available (1))
1304 return 1; 1226 return 1;
1305 1227
1306 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1307 find_and_link (m, 1);
1308
1309 return out_of_map (m->tile_map[1], x - m->width, y); 1228 return out_of_map (m->tile_map[1], x - m->width, y);
1310 } 1229 }
1311 1230
1312 if (y < 0) 1231 if (y < 0)
1313 { 1232 {
1314 if (!m->tile_path[0]) 1233 if (!m->tile_available (0))
1315 return 1; 1234 return 1;
1316 1235
1317 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1318 find_and_link (m, 0);
1319
1320 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1236 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1321 } 1237 }
1322 1238
1323 if (y >= m->height) 1239 if (y >= m->height)
1324 { 1240 {
1325 if (!m->tile_path[2]) 1241 if (!m->tile_available (2))
1326 return 1; 1242 return 1;
1327
1328 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 2);
1330 1243
1331 return out_of_map (m->tile_map[2], x, y - m->height); 1244 return out_of_map (m->tile_map[2], x, y - m->height);
1332 } 1245 }
1333 1246
1334 /* Simple case - coordinates are within this local 1247 /* Simple case - coordinates are within this local
1348maptile * 1261maptile *
1349maptile::xy_find (sint16 &x, sint16 &y) 1262maptile::xy_find (sint16 &x, sint16 &y)
1350{ 1263{
1351 if (x < 0) 1264 if (x < 0)
1352 { 1265 {
1353 if (!tile_path[3]) 1266 if (!tile_available (3))
1354 return 0; 1267 return 0;
1355 1268
1356 find_and_link (this, 3);
1357 x += tile_map[3]->width; 1269 x += tile_map[3]->width;
1358 return tile_map[3]->xy_find (x, y); 1270 return tile_map[3]->xy_find (x, y);
1359 } 1271 }
1360 1272
1361 if (x >= width) 1273 if (x >= width)
1362 { 1274 {
1363 if (!tile_path[1]) 1275 if (!tile_available (1))
1364 return 0; 1276 return 0;
1365 1277
1366 find_and_link (this, 1);
1367 x -= width; 1278 x -= width;
1368 return tile_map[1]->xy_find (x, y); 1279 return tile_map[1]->xy_find (x, y);
1369 } 1280 }
1370 1281
1371 if (y < 0) 1282 if (y < 0)
1372 { 1283 {
1373 if (!tile_path[0]) 1284 if (!tile_available (0))
1374 return 0; 1285 return 0;
1375 1286
1376 find_and_link (this, 0);
1377 y += tile_map[0]->height; 1287 y += tile_map[0]->height;
1378 return tile_map[0]->xy_find (x, y); 1288 return tile_map[0]->xy_find (x, y);
1379 } 1289 }
1380 1290
1381 if (y >= height) 1291 if (y >= height)
1382 { 1292 {
1383 if (!tile_path[2]) 1293 if (!tile_available (2))
1384 return 0; 1294 return 0;
1385 1295
1386 find_and_link (this, 2);
1387 y -= height; 1296 y -= height;
1388 return tile_map[2]->xy_find (x, y); 1297 return tile_map[2]->xy_find (x, y);
1389 } 1298 }
1390 1299
1391 /* Simple case - coordinates are within this local 1300 /* Simple case - coordinates are within this local
1402adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1311adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1403{ 1312{
1404 if (!map1 || !map2) 1313 if (!map1 || !map2)
1405 return 0; 1314 return 0;
1406 1315
1407 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1316 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1408 //fix: compare paths instead (this is likely faster, too!) 1317 //fix: compare paths instead (this is likely faster, too!)
1409 if (map1 == map2) 1318 if (map1 == map2)
1410 { 1319 {
1411 *dx = 0; 1320 *dx = 0;
1412 *dy = 0; 1321 *dy = 0;
1594 else 1503 else
1595 { 1504 {
1596 retval->distance_x += op2->x - x; 1505 retval->distance_x += op2->x - x;
1597 retval->distance_y += op2->y - y; 1506 retval->distance_y += op2->y - y;
1598 1507
1599 retval->part = NULL; 1508 retval->part = 0;
1600 retval->distance = idistance (retval->distance_x, retval->distance_y); 1509 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1601 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1510 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1602 } 1511 }
1603} 1512}
1604 1513
1605/* Returns true of op1 and op2 are effectively on the same map 1514/* Returns true of op1 and op2 are effectively on the same map
1616 int dx, dy; 1525 int dx, dy;
1617 1526
1618 return adjacent_map (op1->map, op2->map, &dx, &dy); 1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1619} 1528}
1620 1529
1530//-GPL
1531
1621object * 1532object *
1622maptile::insert (object *op, int x, int y, object *originator, int flags) 1533maptile::insert (object *op, int x, int y, object *originator, int flags)
1623{ 1534{
1624 if (!op->flag [FLAG_REMOVED])
1625 op->remove ();
1626
1627 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1535 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1628} 1536}
1629 1537
1630region * 1538region *
1631maptile::region (int x, int y) const 1539maptile::region (int x, int y) const
1640 return default_region; 1548 return default_region;
1641 1549
1642 return ::region::default_region (); 1550 return ::region::default_region ();
1643} 1551}
1644 1552
1553//+GPL
1554
1645/* picks a random object from a style map. 1555/* picks a random object from a style map.
1646 * Redone by MSW so it should be faster and not use static
1647 * variables to generate tables.
1648 */ 1556 */
1649object * 1557object *
1650maptile::pick_random_object () const 1558maptile::pick_random_object (rand_gen &gen) const
1651{ 1559{
1652 /* while returning a null object will result in a crash, that 1560 /* while returning a null object will result in a crash, that
1653 * is actually preferable to an infinite loop. That is because 1561 * is actually preferable to an infinite loop. That is because
1654 * most servers will automatically restart in case of crash. 1562 * most servers will automatically restart in case of crash.
1655 * Change the logic on getting the random space - shouldn't make 1563 * Change the logic on getting the random space - shouldn't make
1656 * any difference, but this seems clearer to me. 1564 * any difference, but this seems clearer to me.
1657 */ 1565 */
1658 for (int i = 1000; --i;) 1566 for (int i = 1000; --i;)
1659 { 1567 {
1660 object *pick = at (rndm (width), rndm (height)).bot; 1568 object *pick = at (gen (width), gen (height)).bot;
1661 1569
1662 // do not prefer big monsters just because they are big. 1570 // do not prefer big monsters just because they are big.
1663 if (pick && pick->head_ () == pick) 1571 if (pick && pick->is_head ())
1664 return pick->head_ (); 1572 return pick->head_ ();
1665 } 1573 }
1666 1574
1667 // instead of crashing in the unlikely(?) case, try to return *something* 1575 // instead of crashing in the unlikely(?) case, try to return *something*
1668 return get_archetype ("blocked"); 1576 return archetype::find (shstr_bug);
1669} 1577}
1578
1579//-GPL
1670 1580
1671void 1581void
1672maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1673{ 1583{
1674 if (!sound) 1584 if (!sound)
1675 return; 1585 return;
1676 1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1677 for_all_players (pl) 1603 for_all_players (pl)
1678 if (pl->ob->map == this)
1679 if (client *ns = pl->ns) 1604 if (client *ns = pl->ns)
1680 { 1605 {
1681 int dx = x - pl->ob->x; 1606 int dx = x - pl->ob->x;
1682 int dy = y - pl->ob->y; 1607 int dy = y - pl->ob->y;
1683 1608
1684 int distance = idistance (dx, dy); 1609 int distance = idistance (dx, dy);
1685 1610
1686 if (distance <= MAX_SOUND_DISTANCE) 1611 if (distance <= MAX_SOUND_DISTANCE)
1687 ns->play_sound (sound, dx, dy); 1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1688 } 1613 }
1689} 1614}
1690 1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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