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Comparing deliantra/server/common/map.C (file contents):
Revision 1.100 by root, Tue Apr 17 10:06:32 2007 UTC vs.
Revision 1.185 by root, Sun Apr 11 04:09:56 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+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 31
48/* 32sint8 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 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* 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 99 * 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 100 * 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 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
200 return 1; 131 return 1;
201 else 132 }
202 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->head_ () != ob
222 */ 153 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 155 return 1;
228 } 156 }
229
230 } 157 }
158
231 return 0; 159 return 0;
232} 160}
233 161
234/* 162/*
235 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
307/* When the map is loaded, load_object does not actually insert objects 220//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 221
335void 222void
336maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
337{ 224{
338 if (!spaces) 225 if (!spaces)
340 227
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
344} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
345 260
346/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
349 * they are saved). 264 * they are saved).
353{ 268{
354 if (!spaces) 269 if (!spaces)
355 return; 270 return;
356 271
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 273 {
274 object *op = ms->bot;
275 while (op)
359 { 276 {
360 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
361 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
362 {
363 /* If there is nothing more to this object, this for loop
364 * won't do anything.
365 */
366 archetype *at;
367 object *last, *op;
368 for (at = tmp->arch->more, last = tmp;
369 at;
370 at = at->more, last = op)
371 { 279 {
372 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
373 282
374 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
375 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
376 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
377 op->head = tmp;
378 op->map = this;
379 last->more = op;
380 op->name = tmp->name;
381 op->title = tmp->title;
382
383 /* we could link all the parts onto tmp, and then just
384 * call insert_ob_in_map once, but the effect is the same,
385 * as insert_ob_in_map will call itself with each part, and
386 * the coding is simpler to just to it here with each part.
387 */
388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
389 } 290 }
291 else
292 op = op->above;
390 } 293 }
391 } 294 }
392} 295}
296
297//-GPL
393 298
394/* 299/*
395 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
396 * file pointer. 301 * file pointer.
397 */ 302 */
398bool 303bool
399maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
400{ 305{
401 for (;;) 306 for (;;)
402 { 307 {
403 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
404 309
405 switch (f.kw) 310 switch (f.kw)
406 { 311 {
407 case KW_arch: 312 case KW_arch:
408 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
409 { 314 {
315 // TODO: why?
410 if (op->inv) 316 if (op->inv)
411 sum_weight (op); 317 op->update_weight ();
412 318
413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
414 } 342 }
415 343
416 continue; 344 continue;
417 345
418 case KW_EOF: 346 case KW_EOF:
431} 359}
432 360
433void 361void
434maptile::activate () 362maptile::activate ()
435{ 363{
436 if (!spaces) 364 if (spaces)
437 return;
438
439 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
440 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
441 op->activate_recursive (); 367 op->activate_recursive ();
442} 368}
443 369
444void 370void
445maptile::deactivate () 371maptile::deactivate ()
446{ 372{
447 if (!spaces) 373 if (spaces)
448 return;
449
450 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
451 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
452 op->deactivate_recursive (); 376 op->deactivate_recursive ();
453} 377}
454 378
455bool 379bool
456maptile::_save_objects (object_freezer &f, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
457{ 381{
463 if (!spaces) 387 if (!spaces)
464 return false; 388 return false;
465 389
466 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
467 { 391 {
468 int unique = 0; 392 bool unique = 0;
393
469 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
470 { 395 {
471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
472 unique = 1;
473 397
474 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
475 continue; 399 continue;
476 400
477 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
478 { 402 {
479 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
480 op->write (f); 404 op->write (f);
481 } 405 }
482 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
483 op->write (f); 407 op->write (f);
484 } 408 }
485 } 409 }
486 410
487 coroapi::cede_to_tick (); 411 coroapi::cede_to_tick ();
488 412
489 return true; 413 return true;
490}
491
492bool
493maptile::_load_objects (const char *path, bool skip_header)
494{
495 object_thawer f (path);
496
497 if (!f)
498 return false;
499
500 f.next ();
501
502 if (skip_header)
503 for (;;)
504 {
505 keyword kw = f.kw;
506 f.skip ();
507 if (kw == KW_end)
508 break;
509 }
510
511 return _load_objects (f);
512} 414}
513 415
514bool 416bool
515maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
516{ 418{
530 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
531 */ 433 */
532 width = 16; 434 width = 16;
533 height = 16; 435 height = 16;
534 timeout = 300; 436 timeout = 300;
535 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
536 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
537} 439}
538 440
539maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
540{ 442{
561 if (spaces) 463 if (spaces)
562 return; 464 return;
563 465
564 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
565} 467}
468
469//+GPL
566 470
567/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
568 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
569 * at a later date. 473 * at a later date.
570 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
647 return items; 551 return items;
648} 552}
649 553
650/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
651 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
652static void 556static const char *
653print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
654{ 558{
655 int i; 559 static dynbuf_text buf; buf.clear ();
656 char tmp[MAX_BUF];
657 560
658 strcpy (output_string, "");
659 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
660 { 562 {
661 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
662 { 564 {
663 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
664 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
665 else 567 else
666 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
667 } 569 }
668 else 570 else
669 { 571 {
670 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
671 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
672 else 574 else
673 sprintf (tmp, "*"); 575 buf.printf ("*");
674 } 576 }
675
676 strcat (output_string, tmp);
677 } 577 }
578
579 return buf;
678} 580}
581
582//-GPL
679 583
680/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
681 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
682 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
683 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
691bool 595bool
692maptile::_load_header (object_thawer &thawer) 596maptile::_load_header (object_thawer &thawer)
693{ 597{
694 for (;;) 598 for (;;)
695 { 599 {
696 keyword kw = thawer.get_kv ();
697
698 switch (kw) 600 switch (thawer.kw)
699 { 601 {
700 case KW_msg: 602 case KW_msg:
701 thawer.get_ml (KW_endmsg, msg); 603 thawer.get_ml (KW_endmsg, msg);
702 break; 604 break;
703 605
726 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
727 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
728 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
729 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
730 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
731 case KW_temp: thawer.get (temp); break;
732 case KW_pressure: thawer.get (pressure); break;
733 case KW_humid: thawer.get (humid); break;
734 case KW_windspeed: thawer.get (windspeed); break;
735 case KW_winddir: thawer.get (winddir); break;
736 case KW_sky: thawer.get (sky); break;
737 633
738 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
739 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
740 638
741 case KW_region: default_region = region::find (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
743 641
744 // old names new names 642 // old names new names
755 case KW_tile_path_1: thawer.get (tile_path [0]); break; 653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
756 case KW_tile_path_2: thawer.get (tile_path [1]); break; 654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
757 case KW_tile_path_3: thawer.get (tile_path [2]); break; 655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
758 case KW_tile_path_4: thawer.get (tile_path [3]); break; 656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
759 657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
760 case KW_end: 662 case KW_end:
663 thawer.next ();
761 return true; 664 return true;
762 665
763 default: 666 default:
764 if (!thawer.parse_error ("map", 0)) 667 if (!thawer.parse_error ("map", 0))
765 return false; 668 return false;
766 break; 669 break;
767 } 670 }
671
672 thawer.next ();
768 } 673 }
769 674
770 abort (); 675 abort ();
771} 676}
772 677
773bool 678//+GPL
774maptile::_load_header (const char *path)
775{
776 object_thawer thawer (path);
777
778 if (!thawer)
779 return false;
780
781 return _load_header (thawer);
782}
783 679
784/****************************************************************************** 680/******************************************************************************
785 * This is the start of unique map handling code 681 * This is the start of unique map handling code
786 *****************************************************************************/ 682 *****************************************************************************/
787 683
794 int unique = 0; 690 int unique = 0;
795 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
796 { 692 {
797 object *above = op->above; 693 object *above = op->above;
798 694
799 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
800 unique = 1; 696 unique = 1;
801 697
802 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
803 {
804 op->destroy_inv (false);
805 op->destroy (); 699 op->destroy ();
806 }
807 700
808 op = above; 701 op = above;
809 } 702 }
810 } 703 }
811} 704}
812 705
706//-GPL
707
813bool 708bool
814maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
815{ 710{
816#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
817#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
818 713
819 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
820 715
821 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
822 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
823 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
824 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
825 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
826 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
827
828 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
829 725
830 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
831 {
832 char shop[MAX_BUF];
833 print_shop_string (this, shop);
834 MAP_OUT2 (shopitems, shop);
835 }
836
837 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
838 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
839 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
840 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
841 MAP_OUT (darkness); 731
842 MAP_OUT (width); 732 MAP_OUT (width);
843 MAP_OUT (height); 733 MAP_OUT (height);
844 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
845 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
846 736 MAP_OUT (darkness);
847 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
848 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
849
850 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
851 MAP_OUT (temp); 738
852 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
853 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
854 MAP_OUT (windspeed);
855 MAP_OUT (winddir);
856 MAP_OUT (sky);
857 741
858 MAP_OUT (per_player); 742 MAP_OUT (per_player);
859 MAP_OUT (per_party); 743 MAP_OUT (per_party);
860 744
861 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
862 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
863 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
864 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
865 749
866 freezer.put (this); 750 freezer.put (this);
867 freezer.put (KW_end); 751 freezer.put (KW(end));
868 752
869 return true; 753 return true;
870} 754}
871 755
872bool 756bool
878 return false; 762 return false;
879 763
880 return freezer.save (path); 764 return freezer.save (path);
881} 765}
882 766
767//+GPL
768
883/* 769/*
884 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
885 */ 771 */
886void 772void
887maptile::clear () 773maptile::clear ()
888{ 774{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
892 if (spaces) 775 if (spaces)
893 { 776 {
894 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
895 while (object *op = ms->bot) 778 while (object *op = ms->bot)
896 { 779 {
780 // manually remove, as to not trigger anything
781 if (ms->bot = op->above)
782 ms->bot->below = 0;
783
784 op->flag [FLAG_REMOVED] = true;
785
786 object *head = op->head_ ();
897 if (op->head) 787 if (op == head)
898 op = op->head;
899
900 op->destroy_inv (false);
901 op->destroy (); 788 op->destroy ();
789 else if (head->map != op->map)
790 {
791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
792 head->destroy ();
793 }
902 } 794 }
903 795
904 sfree (spaces, size ()), spaces = 0; 796 sfree0 (spaces, size ());
905 } 797 }
906 798
907 if (buttons) 799 if (buttons)
908 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
909} 804}
910 805
911void 806void
912maptile::clear_header () 807maptile::clear_header ()
913{ 808{
945 attachable::do_destroy (); 840 attachable::do_destroy ();
946 841
947 clear (); 842 clear ();
948} 843}
949 844
950/* 845/* decay and destroy perishable items in a map */
951 * Updates every button on the map (by calling update_button() for them). 846// TODO: should be done regularly, not on map load?
952 */
953void 847void
954maptile::update_buttons () 848maptile::do_decay_objects ()
955{ 849{
956 for (oblinkpt *obp = buttons; obp; obp = obp->next) 850 if (!spaces)
957 for (objectlink *ol = obp->link; ol; ol = ol->next) 851 return;
852
853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
854 for (object *above, *op = ms->bot; op; op = above)
958 { 855 {
959 if (!ol->ob) 856 above = op->above;
857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
960 { 872 {
961 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 873 op->stats.dam--;
962 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 874 if (op->stats.dam < 0)
963 continue; 875 destroy = 1;
964 } 876 }
965 877 else if (op->is_armor ())
966 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
967 { 878 {
968 update_button (ol->ob); 879 op->stats.ac--;
969 break; 880 if (op->stats.ac < 0)
881 destroy = 1;
970 } 882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
889 else
890 {
891 int mat = op->materials;
892
893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
904 )
905 destroy = 1;
906 }
907
908 /* adjust overall chance below */
909 if (destroy && rndm (0, 1))
910 op->destroy ();
971 } 911 }
972} 912}
973 913
974/* 914/*
975 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
976 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
977 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
978 * 918 *
979 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
980 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
981 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
982 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
983 */ 923 */
984int 924int
985maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
986{ 926{
987 long monster_cnt = 0; 927 long monster_cnt = 0;
989 sint64 total_exp = 0; 929 sint64 total_exp = 0;
990 930
991 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
992 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
993 { 933 {
994 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
995 { 935 {
996 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
997 monster_cnt++; 937 monster_cnt++;
998 } 938 }
999 939
1000 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1001 { 941 {
1002 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1003 943
1004 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
1005 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1006
1007 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1008 } 955 }
1009 } 956 }
1010 957
1011 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1012 959
1025 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1026 */ 973 */
1027int 974int
1028maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1029{ 976{
1030 int new_level = darkness + change;
1031
1032 /* Nothing to do */ 977 /* Nothing to do */
1033 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1034 return 0; 979 return 0;
1035 980
1036 /* inform all players on the map */ 981 /* inform all players on the map */
1037 if (change > 0) 982 if (change > 0)
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1039 else 984 else
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1041 986
1042 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1043 * we need to be extra careful about negative values.
1044 * In general, the checks below are only needed if change
1045 * is not +/-1
1046 */
1047 if (new_level < 0)
1048 darkness = 0;
1049 else if (new_level >= MAX_DARKNESS)
1050 darkness = MAX_DARKNESS;
1051 else
1052 darkness = new_level;
1053 988
1054 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1055 update_all_map_los (this); 990 update_all_map_los (this);
991
1056 return 1; 992 return 1;
1057} 993}
1058 994
1059/* 995/*
1060 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1063 * through, etc) 999 * through, etc)
1064 */ 1000 */
1065void 1001void
1066mapspace::update_ () 1002mapspace::update_ ()
1067{ 1003{
1068 object *tmp, *last = 0; 1004 object *last = 0;
1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1071 1012
1072 //object *middle = 0; 1013 //object *middle = 0;
1073 //object *top = 0; 1014 //object *top = 0;
1074 //object *floor = 0; 1015 //object *floor = 0;
1075 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1076 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1079 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 { 1024 {
1082 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1083 * one). But if so, it shouldn't be a simple additive - 2
1084 * light bulbs do not illuminate twice as far as once since
1085 * it is a dissapation factor that is cubed.
1086 */
1087 if (tmp->glow_radius > light)
1088 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1089 1027
1090 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1091 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1092 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1093 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1094 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1095 * 1033 *
1096 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1097 */ 1035 */
1098 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1099 { 1037 {
1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1101 top = tmp; 1039 top = tmp;
1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1103 { 1041 {
1104 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1105 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1106 */ 1044 */
1107 middle = 0; 1045 middle = 0;
1108 top = 0; 1046 top = 0;
1109 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1110 } 1050 }
1111 /* Flag anywhere have high priority */ 1051 else
1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1113 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1114 middle = tmp; 1070 middle = tmp;
1115 anywhere = 1; 1071 }
1116 } 1072 }
1117 /* Find the highest visible face around. If equal
1118 * visibilities, we still want the one nearer to the
1119 * top
1120 */
1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122 middle = tmp;
1123 }
1124
1125 if (tmp == tmp->above)
1126 {
1127 LOG (llevError, "Error in structure of map\n");
1128 exit (-1);
1129 } 1073 }
1130 1074
1131 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1132 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1133 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1134 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1135 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1136 1080
1137 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1138 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1139 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1140 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1141 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1142 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1143 } 1085 }
1144 1086
1145 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1146 this->flags_ = flags; 1098 this->flags_ = flags;
1147 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1148 this->move_on = move_on; 1100 this->move_on = move_on;
1149 this->move_off = move_off; 1101 this->move_off = move_off;
1150 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1151 1105
1152 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1153 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1154 * this point. 1108 * this point.
1155 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1170 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1171 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1172 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1173 */ 1127 */
1174 1128
1175 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1176 { 1130 {
1177 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1179 break; 1133 break;
1180 1134
1181 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1182 if (top && middle) 1136 if (top && middle)
1183 break; 1137 break;
1221 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1222 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1223#endif 1177#endif
1224} 1178}
1225 1179
1226uint64 1180maptile *
1227mapspace::volume () const 1181maptile::tile_available (int dir, bool load)
1228{ 1182{
1229 uint64 vol = 0; 1183 if (tile_path[dir])
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1235}
1236
1237/* this updates the orig_map->tile_map[tile_num] value after finding
1238 * the map. It also takes care of linking back the freshly found
1239 * maps tile_map values if it tiles back to this one. It returns
1240 * the value of orig_map->tile_map[tile_num].
1241 */
1242static inline maptile *
1243find_and_link (maptile *orig_map, int tile_num)
1244{
1245 maptile *mp = orig_map->tile_map [tile_num];
1246
1247 if (!mp)
1248 {
1249 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1250
1251 if (!mp)
1252 {
1253 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1254 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1255 &orig_map->tile_path[tile_num], &orig_map->path);
1256 mp = new maptile (1, 1);
1257 mp->alloc ();
1258 mp->in_memory = MAP_IN_MEMORY;
1259 }
1260 } 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1261 1187
1262 int dest_tile = (tile_num + 2) % 4; 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
1263 1191
1264 orig_map->tile_map [tile_num] = mp;
1265
1266 // optimisation: back-link map to origin map if euclidean
1267 //TODO: non-euclidean maps MUST GO
1268 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1269 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1270
1271 return mp; 1192 return 0;
1272}
1273
1274static inline void
1275load_and_link (maptile *orig_map, int tile_num)
1276{
1277 find_and_link (orig_map, tile_num)->load_sync ();
1278} 1193}
1279 1194
1280/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1281 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1282 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1295 if (!m) 1210 if (!m)
1296 return 0; 1211 return 0;
1297 1212
1298 if (x < 0) 1213 if (x < 0)
1299 { 1214 {
1300 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1301 return 1; 1216 return 1;
1302 1217
1303 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1304 find_and_link (m, 3);
1305
1306 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1307 } 1219 }
1308 1220
1309 if (x >= m->width) 1221 if (x >= m->width)
1310 { 1222 {
1311 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1312 return 1; 1224 return 1;
1313 1225
1314 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1315 find_and_link (m, 1);
1316
1317 return out_of_map (m->tile_map[1], x - m->width, y); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
1318 } 1227 }
1319 1228
1320 if (y < 0) 1229 if (y < 0)
1321 { 1230 {
1322 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1323 return 1; 1232 return 1;
1324 1233
1325 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1326 find_and_link (m, 0);
1327
1328 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1329 } 1235 }
1330 1236
1331 if (y >= m->height) 1237 if (y >= m->height)
1332 { 1238 {
1333 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1334 return 1; 1240 return 1;
1335
1336 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1337 find_and_link (m, 2);
1338 1241
1339 return out_of_map (m->tile_map[2], x, y - m->height); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
1340 } 1243 }
1341 1244
1342 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1356maptile * 1259maptile *
1357maptile::xy_find (sint16 &x, sint16 &y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1358{ 1261{
1359 if (x < 0) 1262 if (x < 0)
1360 { 1263 {
1361 if (!tile_path[3]) 1264 if (!tile_available (3))
1362 return 0; 1265 return 0;
1363 1266
1364 find_and_link (this, 3);
1365 x += tile_map[3]->width; 1267 x += tile_map[3]->width;
1366 return tile_map[3]->xy_find (x, y); 1268 return tile_map[3]->xy_find (x, y);
1367 } 1269 }
1368 1270
1369 if (x >= width) 1271 if (x >= width)
1370 { 1272 {
1371 if (!tile_path[1]) 1273 if (!tile_available (1))
1372 return 0; 1274 return 0;
1373 1275
1374 find_and_link (this, 1);
1375 x -= width; 1276 x -= width;
1376 return tile_map[1]->xy_find (x, y); 1277 return tile_map[1]->xy_find (x, y);
1377 } 1278 }
1378 1279
1379 if (y < 0) 1280 if (y < 0)
1380 { 1281 {
1381 if (!tile_path[0]) 1282 if (!tile_available (0))
1382 return 0; 1283 return 0;
1383 1284
1384 find_and_link (this, 0);
1385 y += tile_map[0]->height; 1285 y += tile_map[0]->height;
1386 return tile_map[0]->xy_find (x, y); 1286 return tile_map[0]->xy_find (x, y);
1387 } 1287 }
1388 1288
1389 if (y >= height) 1289 if (y >= height)
1390 { 1290 {
1391 if (!tile_path[2]) 1291 if (!tile_available (2))
1392 return 0; 1292 return 0;
1393 1293
1394 find_and_link (this, 2);
1395 y -= height; 1294 y -= height;
1396 return tile_map[2]->xy_find (x, y); 1295 return tile_map[2]->xy_find (x, y);
1397 } 1296 }
1398 1297
1399 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1411{ 1310{
1412 if (!map1 || !map2) 1311 if (!map1 || !map2)
1413 return 0; 1312 return 0;
1414 1313
1415 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1416 //fix: compare paths instead (this is likely faster, too!) 1315 //fix: compare paths instead (this is likely faster, too!)
1417 if (map1 == map2) 1316 if (map1 == map2)
1418 { 1317 {
1419 *dx = 0; 1318 *dx = 0;
1420 *dy = 0; 1319 *dy = 0;
1521 * 1420 *
1522 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1523 * closest body part of 'op1' 1422 * closest body part of 'op1'
1524 */ 1423 */
1525void 1424void
1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1527{ 1426{
1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1529 { 1428 {
1530 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1531 retval->distance = 10000; 1430 retval->distance = 10000;
1534 retval->direction = 0; 1433 retval->direction = 0;
1535 retval->part = 0; 1434 retval->part = 0;
1536 } 1435 }
1537 else 1436 else
1538 { 1437 {
1539 object *best;
1540
1541 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1542 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1543 1440
1544 best = op1; 1441 object *best = op1;
1442
1545 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1546 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1547 { 1445 {
1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1549 1447
1550 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
1551 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
1602 else 1500 else
1603 { 1501 {
1604 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1605 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1606 1504
1607 retval->part = NULL; 1505 retval->part = 0;
1608 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1610 } 1508 }
1611} 1509}
1612 1510
1613/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1624 int dx, dy; 1522 int dx, dy;
1625 1523
1626 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1627} 1525}
1628 1526
1527//-GPL
1528
1629object * 1529object *
1630maptile::insert (object *op, int x, int y, object *originator, int flags) 1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1631{ 1531{
1632 if (!op->flag [FLAG_REMOVED])
1633 op->remove ();
1634
1635 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1636} 1533}
1637 1534
1638region * 1535region *
1639maptile::region (int x, int y) const 1536maptile::region (int x, int y) const
1648 return default_region; 1545 return default_region;
1649 1546
1650 return ::region::default_region (); 1547 return ::region::default_region ();
1651} 1548}
1652 1549
1550//+GPL
1551
1653/* picks a random object from a style map. 1552/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */ 1553 */
1657object * 1554object *
1658maptile::pick_random_object () const 1555maptile::pick_random_object (rand_gen &gen) const
1659{ 1556{
1660 /* while returning a null object will result in a crash, that 1557 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because 1558 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash. 1559 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make 1560 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me. 1561 * any difference, but this seems clearer to me.
1665 */ 1562 */
1666 for (int i = 1000; --i;) 1563 for (int i = 1000; --i;)
1667 { 1564 {
1668 object *pick = at (rndm (width), rndm (height)).bot; 1565 object *pick = at (gen (width), gen (height)).bot;
1669 1566
1670 // do not prefer big monsters just because they are big. 1567 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick) 1568 if (pick && pick->is_head ())
1672 return pick->head_ (); 1569 return pick->head_ ();
1673 } 1570 }
1674 1571
1675 // instead of crashing in the unlikely(?) case, try to return *something* 1572 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked"); 1573 return archetype::find (shstr_bug);
1677} 1574}
1678 1575
1576//-GPL
1577
1578void
1579maptile::play_sound (faceidx sound, int x, int y) const
1580{
1581 if (!sound)
1582 return;
1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595}
1596
1597void
1598maptile::say_msg (const char *msg, int x, int y) const
1599{
1600 for_all_players (pl)
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->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 }
1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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