--- deliantra/server/common/map.C 2006/12/31 22:23:11 1.62 +++ deliantra/server/common/map.C 2011/05/07 20:03:27 1.213 @@ -1,99 +1,35 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ - -#include -#include + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ -#include #include +#include "global.h" #include "path.h" -/* - * This makes a path absolute outside the world of Crossfire. - * In other words, it prepends LIBDIR/MAPDIR/ to the given path - * and returns the pointer to a static array containing the result. - * it really should be called create_mapname - */ -const char * -create_pathname (const char *name) -{ - static char buf[8192]; - snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name); - return buf; -} - -/* - * This function checks if a file with the given path exists. - * -1 is returned if it fails, otherwise the mode of the file - * is returned. - * It tries out all the compression suffixes listed in the uncomp[] array. - * - * If prepend_dir is set, then we call create_pathname (which prepends - * libdir & mapdir). Otherwise, we assume the name given is fully - * complete. - * Only the editor actually cares about the writablity of this - - * the rest of the code only cares that the file is readable. - * when the editor goes away, the call to stat should probably be - * replaced by an access instead (similar to the windows one, but - * that seems to be missing the prepend_dir processing - */ -int -check_path (const char *name, int prepend_dir) -{ - char buf[MAX_BUF]; +//+GPL - char *endbuf; - struct stat statbuf; - int mode = 0; - - if (prepend_dir) - strcpy (buf, create_pathname (name)); - else - strcpy (buf, name); - - /* old method (strchr(buf, '\0')) seemd very odd to me - - * this method should be equivalant and is clearer. - * Can not use strcat because we need to cycle through - * all the names. - */ - endbuf = buf + strlen (buf); - - if (stat (buf, &statbuf)) - return -1; - if (!S_ISREG (statbuf.st_mode)) - return (-1); - - if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || - ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) - mode |= 4; - - if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || - (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) - mode |= 2; - - return (mode); -} +sint8 maptile::outdoor_darkness; /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) @@ -138,33 +74,28 @@ int blocked_link (object *ob, maptile *m, int sx, int sy) { - object *tmp; - int mflags, blocked; - /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ if (OUT_OF_REAL_MAP (m, sx, sy)) { - LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); + LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n"); return 1; } - /* Save some cycles - instead of calling get_map_flags(), just get the value - * directly. - */ - mflags = m->at (sx, sy).flags (); + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special * things we need to do for players. */ - if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) + if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0) return 0; - /* if there isn't anytyhing alive on this space, and this space isn't + /* if there isn't anything alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we @@ -174,68 +105,65 @@ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) return 0; - if (ob->head != NULL) - ob = ob->head; + ob = ob->head_ (); /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ - for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + for (object *tmp = ms.top; tmp; tmp = tmp->below) { - - /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (OB_MOVE_BLOCK (ob, tmp)) { - /* If last_sp is set, the player/monster needs an object, - * so we check for it. If they don't have it, they can't - * pass through this space. - */ - if (tmp->last_sp) + if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; + + if (tmp->type == CHECK_INV) { - if (check_inv_recursive (ob, tmp) == NULL) + bool have = check_inv_recursive (ob, tmp); + + // last_sp set means we block if we don't have. + if (logical_xor (have, tmp->last_sp)) return 1; - else - continue; } - else + else if (tmp->type == T_MATCH) { - /* In this case, the player must not have the object - - * if they do, they can't pass through. - */ - if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ + // T_MATCH allows "entrance" iff the match is true + // == blocks if the match fails + + // we could have used an INVOKE_OBJECT, but decided against it, as we + // assume that T_MATCH is relatively common. + if (!match (tmp->slaying, ob, tmp, ob)) return 1; - else - continue; } - } /* if check_inv */ - else - { - /* Broke apart a big nasty if into several here to make - * this more readable. first check - if the space blocks - * movement, can't move here. - * second - if a monster, can't move there, unles it is a - * hidden dm - */ - if (OB_MOVE_BLOCK (ob, tmp)) - return 1; - if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && - tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) + else + return 1; // unconditional block + + } else { + // space does not block the ob, directly, but + // anything alive that is not a door still + // blocks anything + + if (tmp->flag [FLAG_ALIVE] + && tmp->type != DOOR + && tmp->head_ () != ob) //TODO: maybe move these check up? return 1; } - } + return 0; } - /* - * Returns true if the given object can't fit in the given spot. - * This is meant for multi space objects - for single space objecs, + * Returns the blocking object if the given object can't fit in the given + * spot. This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type - * of object. This function goes through all the parts of the - * multipart object and makes sure they can be inserted. + * of object. This function goes through all the parts of the multipart + * object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * @@ -256,86 +184,83 @@ * code, we need to have actual object to check its move_type * against the move_block values. */ -int -ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) +bool +object::blocked (maptile *m, int x, int y) const { - archetype *tmp; - int flag; - maptile *m1; - sint16 sx, sy; - - if (!ob) + for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) { - flag = get_map_flags (m, &m1, x, y, &sx, &sy); - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; + mapxy pos (m, x + tmp->x, y + tmp->y); - /* don't have object, so don't know what types would block */ - return m1->at (sx, sy).move_block; - } - - for (tmp = ob->arch; tmp; tmp = tmp->more) - { - flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); + if (!pos.normalise ()) + return 1; - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; - if (flag & P_IS_ALIVE) - return P_IS_ALIVE; + mapspace &ms = *pos; - mapspace &ms = m1->at (sx, sy); + if (ms.flags () & P_IS_ALIVE) + return 1; - /* find_first_free_spot() calls this function. However, often - * ob doesn't have any move type (when used to place exits) + /* However, often ob doesn't have any move type + * (signifying non-moving objects) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ - - if (ob->move_type == 0 && ms.move_block != MOVE_ALL) + if (!move_type && ms.move_block != MOVE_ALL) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ - if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) - return P_NO_PASS; + if (ms.blocks (move_type)) + return 1; } return 0; } -/* When the map is loaded, load_object does not actually insert objects - * into inventory, but just links them. What this does is go through - * and insert them properly. - * The object 'container' is the object that contains the inventory. - * This is needed so that we can update the containers weight. - */ +//-GPL + void -fix_container (object *container) +maptile::set_object_flag (int flag, int value) { - object *tmp = container->inv, *next; + if (!spaces) + return; - container->inv = 0; - while (tmp) - { - next = tmp->below; - if (tmp->inv) - fix_container (tmp); + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + tmp->flag [flag] = value; +} - insert_ob_in_ob (tmp, container); - tmp = next; - } +void +maptile::post_load_original () +{ + if (!spaces) + return; - /* sum_weight will go through and calculate what all the containers are - * carrying. - */ - sum_weight (container); + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + +void +maptile::post_load () +{ +#if 0 + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + ; // nop +#endif } +//+GPL + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when - * they are saved). We do have to look for the old maps that did save - * the more sections and not re-add sections for them. + * they are saved). */ void maptile::link_multipart_objects () @@ -344,228 +269,202 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *tmp = ms->bot; tmp; ) - { - object *above = tmp->above; - - /* already multipart - don't do anything more */ - if (!tmp->head && !tmp->more) - { - /* If there is nothing more to this object, this for loop - * won't do anything. - */ - archetype *at; - object *last, *op; - for (at = tmp->arch->more, last = tmp; - at; - at = at->more, last = op) - { - op = arch_to_object (at); + { + object *op = ms->bot; + while (op) + { + /* already multipart - don't do anything more */ + if (op->head_ () == op && !op->more && op->arch->more) + { + op->remove (); + op->expand_tail (); - /* update x,y coordinates */ - op->x += tmp->x; - op->y += tmp->y; - op->head = tmp; - op->map = this; - last->more = op; - op->name = tmp->name; - op->title = tmp->title; - - /* we could link all the parts onto tmp, and then just - * call insert_ob_in_map once, but the effect is the same, - * as insert_ob_in_map will call itself with each part, and - * the coding is simpler to just to it here with each part. - */ - insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); - } - } + // FIXME: INS_ON_TOP is just a workaround for the pentagram vs. + // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters + // below the pentagrams... hopefully INS_ON_TOP doesn't break anything + insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON); - tmp = above; - } + op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP + // so we have to reset the iteration through the mapspace + } + else + op = op->above; + } + } } +//-GPL + /* * Loads (ands parses) the objects into a given map from the specified * file pointer. - * mapflags is the same as we get with load_original_map */ bool -maptile::load_objects (object_thawer &thawer) +maptile::_load_objects (object_thawer &f) { - int unique; - object *op, *prev = NULL, *last_more = NULL, *otmp; - - op = object::create (); - op->map = this; /* To handle buttons correctly */ - - while (int i = load_object (thawer, op, 0)) + for (;;) { - /* if the archetype for the object is null, means that we - * got an invalid object. Don't do anything with it - the game - * or editor will not be able to do anything with it either. - */ - if (op->arch == NULL) - { - LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); - continue; - } + coroapi::cede_to_tick (); // cede once in a while - switch (i) + switch (f.kw) { - case LL_NORMAL: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); + case KW_arch: + if (object *op = object::read (f, this)) + { + // TODO: why? + if (op->inv) + { + op->carrying = 0; + op->update_weight (); + } + + if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) + { + // we insert manually because + // a) its way faster + // b) we remove manually, too, and there are good reasons for that + // c) it's correct + mapspace &ms = at (op->x, op->y); + + op->flag [FLAG_REMOVED] = false; + + op->above = 0; + op->below = ms.top; + + *(ms.top ? &ms.top->above : &ms.bot) = op; + + ms.top = op; + ms.flags_ = 0; + } + else + { + f.parse_warn (format ("object %s out of range", op->debug_desc ())); + op->destroy (); + } + } - if (op->inv) - sum_weight (op); + continue; - prev = op, last_more = op; - break; + case KW_EOF: + return true; - case LL_MORE: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); - op->head = prev, last_more->more = op, last_more = op; + default: + if (!f.parse_error ("map file")) + return false; break; } - op = object::create (); - op->map = this; + f.next (); } - op->destroy (); - -#if 0 - for (i = 0; i < width; i++) - for (j = 0; j < height; j++) - { - unique = 0; - /* check for unique items, or unique squares */ - for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) - { - if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) - unique = 1; - - if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) - SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); - } - } -#endif - return true; } void maptile::activate () { - if (!spaces) + if (state != MAP_INACTIVE) return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) op->activate_recursive (); + + state = MAP_ACTIVE; + + activate_physics (); } void maptile::deactivate () { - if (!spaces) + if (state != MAP_ACTIVE) return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) op->deactivate_recursive (); + + state = MAP_INACTIVE; } bool -maptile::save_objects (object_freezer &freezer, int flags) +maptile::_save_objects (object_freezer &f, int flags) { + coroapi::cede_to_tick (); + if (flags & IO_HEADER) - save_header (freezer); + _save_header (f); if (!spaces) return false; for (int i = 0; i < size (); ++i) { - int unique = 0; + bool unique = 0; + for (object *op = spaces [i].bot; op; op = op->above) { - if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) - unique = 1; + unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; - if (!op->can_map_save ()) + if (expect_false (!op->can_map_save ())) continue; - if (unique || op->flag [FLAG_UNIQUE]) + if (expect_false (unique || op->flag [FLAG_UNIQUE])) { if (flags & IO_UNIQUES) - save_object (freezer, op, 1); + op->write (f); } - else if (flags & IO_OBJECTS) - save_object (freezer, op, 1); + else if (expect_true (flags & IO_OBJECTS)) + op->write (f); } } - return true; -} + coroapi::cede_to_tick (); -bool -maptile::load_objects (const char *path, bool skip_header) -{ - object_thawer thawer (path); - - if (!thawer) - return false; - - if (skip_header) - for (;;) - { - keyword kw = thawer.get_kv (); - - if (kw == KW_end) - break; - - thawer.skip_kv (kw); - } - - return load_objects (thawer); + return true; } bool -maptile::save_objects (const char *path, int flags) +maptile::_save_objects (const char *path, int flags) { object_freezer freezer; - if (!save_objects (freezer, flags)) + if (!_save_objects (freezer, flags)) return false; return freezer.save (path); } -maptile::maptile () +void +maptile::init () { - in_memory = MAP_SWAPPED; + state = MAP_SWAPPED; /* The maps used to pick up default x and y values from the - * map archetype. Mimic that behaviour. + * map archetype. Mimic that behaviour. */ width = 16; height = 16; - reset_timeout = 0; timeout = 300; + max_items = MAX_ITEM_PER_ACTION; + max_volume = 2000000; // 2m³ + reset_timeout = 0; enter_x = 0; enter_y = 0; } +maptile::maptile () +{ + init (); +} + maptile::maptile (int w, int h) { - in_memory = MAP_SWAPPED; + init (); - width = w; - height = h; - reset_timeout = 0; - timeout = 300; - enter_x = 0; - enter_y = 0; + width = w; + height = h; alloc (); } @@ -584,6 +483,8 @@ spaces = salloc0 (size ()); } +//+GPL + /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. @@ -669,34 +570,40 @@ /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void -print_shop_string (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); + bool first = true; - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int i = 0; i < m->shopitems[0].index; i++) { + if (!first) + buf << ';'; + + first = false; + if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) - sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); + buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - sprintf (tmp, "*:%d;", m->shopitems[i].strength); + buf.printf ("*:%d", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - - strcat (output_string, tmp); } + + return buf; } +//-GPL + /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the @@ -709,30 +616,17 @@ * MSW 2001-07-01 */ bool -maptile::load_header (object_thawer &thawer) +maptile::_load_header (object_thawer &thawer) { - char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; - int msgpos = 0; - int maplorepos = 0; - for (;;) { - keyword kw = thawer.get_kv (); - - switch (kw) + switch (thawer.kw) { - case KW_EOF: - LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path); - return false; - - case KW_end: - return true; - case KW_msg: thawer.get_ml (KW_endmsg, msg); break; - case KW_lore: // CF+ extension + case KW_lore: // deliantra extension thawer.get_ml (KW_endlore, maplore); break; @@ -759,17 +653,13 @@ case KW_shopmax: thawer.get (shopmax); break; case KW_shoprace: thawer.get (shoprace); break; case KW_outdoor: thawer.get (outdoor); break; - case KW_temp: thawer.get (temp); break; - case KW_pressure: thawer.get (pressure); break; - case KW_humid: thawer.get (humid); break; - case KW_windspeed: thawer.get (windspeed); break; - case KW_winddir: thawer.get (winddir); break; - case KW_sky: thawer.get (sky); break; case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; + case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; - case KW_region: get_region_by_name (thawer.get_str ()); break; + case KW_region: thawer.get (default_region); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; // old names new names @@ -783,30 +673,34 @@ case KW_invisible: case KW_darkness: thawer.get (darkness); break; case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; - case KW_tile_path_1: thawer.get (tile_path [0]); break; - case KW_tile_path_2: thawer.get (tile_path [1]); break; - case KW_tile_path_3: thawer.get (tile_path [2]); break; - case KW_tile_path_4: thawer.get (tile_path [3]); break; + case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break; + case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break; + case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break; + case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break; + case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break; + case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break; + + case KW_ERROR: + set_key_text (thawer.kw_str, thawer.value); + break; + + case KW_end: + thawer.next (); + return true; default: - LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); + if (!thawer.parse_error ("map")) + return false; break; } + + thawer.next (); } abort (); } -bool -maptile::load_header (const char *path) -{ - object_thawer thawer (path); - - if (!thawer) - return false; - - return load_header (thawer); -} +//+GPL /****************************************************************************** * This is the start of unique map handling code @@ -823,112 +717,117 @@ { object *above = op->above; - if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) unique = 1; - if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique)) + op->destroy (); op = above; } } } +//-GPL + bool -maptile::save_header (object_freezer &freezer) +maptile::_save_header (object_freezer &freezer) { -#define MAP_OUT(k) freezer.put (KW_ ## k, k) -#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) +#define MAP_OUT(k) freezer.put (KW(k), k) +#define MAP_OUT2(k,v) freezer.put (KW(k), v) - MAP_OUT2 (arch, "map"); + MAP_OUT2 (arch, CS(map)); if (name) MAP_OUT (name); MAP_OUT (swap_time); MAP_OUT (reset_time); MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); + MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); + if (default_region) MAP_OUT2 (region, default_region->name); - if (region) MAP_OUT2 (region, region->name); - - if (shopitems) - { - char shop[MAX_BUF]; - print_shop_string (this, shop); - MAP_OUT2 (shopitems, shop); - } - + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); MAP_OUT (shopgreed); MAP_OUT (shopmin); MAP_OUT (shopmax); if (shoprace) MAP_OUT (shoprace); - MAP_OUT (darkness); + MAP_OUT (width); MAP_OUT (height); MAP_OUT (enter_x); MAP_OUT (enter_y); - - if (msg) freezer.put (KW_msg , KW_endmsg , msg); - if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); - + MAP_OUT (darkness); MAP_OUT (outdoor); - MAP_OUT (temp); - MAP_OUT (pressure); - MAP_OUT (humid); - MAP_OUT (windspeed); - MAP_OUT (winddir); - MAP_OUT (sky); + + if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); + if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); MAP_OUT (per_player); MAP_OUT (per_party); - if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); - if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); - if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); - if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); + if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]); + if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]); + if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]); + if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]); + if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]); + if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]); - freezer.put (KW_end); + freezer.put (this); + freezer.put (KW(end)); return true; } bool -maptile::save_header (const char *path) +maptile::_save_header (const char *path) { object_freezer freezer; - if (!save_header (freezer)) + if (!_save_header (freezer)) return false; return freezer.save (path); } +//+GPL + /* * Remove and free all objects in the given map. */ void maptile::clear () { - if (!spaces) - return; + if (spaces) + { + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + while (object *op = ms->bot) + { + // manually remove, as to not trigger anything + if (ms->bot = op->above) + ms->bot->below = 0; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - while (object *op = ms->bot) - { - if (op->head) - op = op->head; + op->flag [FLAG_REMOVED] = true; - op->destroy_inv (false); - op->destroy (); - } + object *head = op->head_ (); + if (op == head) + op->destroy (); + else if (head->map != op->map) + { + LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); + head->destroy (); + } + } - sfree (spaces, size ()), spaces = 0; + sfree0 (spaces, size ()); + } if (buttons) free_objectlinkpt (buttons), buttons = 0; + + sfree0 (regions, size ()); + delete [] regionmap; regionmap = 0; } void @@ -940,7 +839,7 @@ shoprace = 0; delete [] shopitems, shopitems = 0; - for (int i = 0; i < 4; i++) + for (int i = 0; i < array_length (tile_path); i++) tile_path [i] = 0; } @@ -957,7 +856,7 @@ * tiling can be asymetric, we just can not look to see which * maps this map tiles with and clears those. */ - for (int i = 0; i < 4; i++) + for (int i = 0; i < array_length (tile_path); i++) if (tile_map[i] == m) tile_map[i] = 0; } @@ -970,27 +869,72 @@ clear (); } -/* - * Updates every button on the map (by calling update_button() for them). - */ +/* decay and destroy perishable items in a map */ +// TODO: should be done regularly, not on map load? void -maptile::update_buttons () +maptile::do_decay_objects () { - for (oblinkpt *obp = buttons; obp; obp = obp->next) - for (objectlink *ol = obp->link; ol; ol = ol->next) + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) { - if (!ol->ob) + above = op->above; + + // do not decay anything above unique floor tiles (yet :) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) + break; + + bool destroy = 0; + + if (op->flag [FLAG_IS_FLOOR] + || op->flag [FLAG_OBJ_ORIGINAL] + || op->flag [FLAG_UNIQUE] + || op->flag [FLAG_OVERLAY_FLOOR] + || op->flag [FLAG_UNPAID] + || op->is_alive ()) + ; // do not decay + else if (op->is_weapon ()) { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); - continue; + op->stats.dam--; + if (op->stats.dam < 0) + destroy = 1; } - - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) + else if (op->is_armor ()) { - update_button (ol->ob); - break; + op->stats.ac--; + if (op->stats.ac < 0) + destroy = 1; } + else if (op->type == FOOD) + { + op->stats.food -= rndm (5, 20); + if (op->stats.food < 0) + destroy = 1; + } + else + { + int mat = op->materials; + + if (mat & M_PAPER + || mat & M_LEATHER + || mat & M_WOOD + || mat & M_ORGANIC + || mat & M_CLOTH + || mat & M_LIQUID + || (mat & M_IRON && rndm (1, 5) == 1) + || (mat & M_GLASS && rndm (1, 2) == 1) + || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) + || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) + //|| (mat & M_ICE && temp > 32) + ) + destroy = 1; + } + + /* adjust overall chance below */ + if (destroy && rndm (0, 1)) + op->destroy (); } } @@ -999,10 +943,10 @@ * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ int maptile::estimate_difficulty () const @@ -1014,20 +958,27 @@ for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) { - if (QUERY_FLAG (op, FLAG_MONSTER)) + if (op->flag [FLAG_MONSTER]) { total_exp += op->stats.exp; monster_cnt++; } - if (QUERY_FLAG (op, FLAG_GENERATOR)) + if (op->flag [FLAG_GENERATOR]) { total_exp += op->stats.exp; - if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->clone.stats.exp * 8; + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + monster_cnt++; + } - monster_cnt++; + for (object *inv = op->inv; inv; inv = inv->below) + { + total_exp += op->stats.exp * 8; + monster_cnt++; + } } } @@ -1050,10 +1001,8 @@ int maptile::change_map_light (int change) { - int new_level = darkness + change; - /* Nothing to do */ - if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) + if (!change) return 0; /* inform all players on the map */ @@ -1062,20 +1011,11 @@ else new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); - /* Do extra checking. since darkness is a unsigned value, - * we need to be extra careful about negative values. - * In general, the checks below are only needed if change - * is not +/-1 - */ - if (new_level < 0) - darkness = 0; - else if (new_level >= MAX_DARKNESS) - darkness = MAX_DARKNESS; - else - darkness = new_level; + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1088,29 +1028,29 @@ void mapspace::update_ () { - object *tmp, *last = 0; - uint8 flags = 0, light = 0, anywhere = 0; - New_Face *top, *floor, *middle; - object *top_obj, *floor_obj, *middle_obj; + object *last = 0; + uint8 flags = P_UPTODATE; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; + uint64_t volume = 0; + uint32_t items = 0; + object *anywhere = 0; + uint8_t middle_visibility = 0; + + //object *middle = 0; + //object *top = 0; + //object *floor = 0; + // this seems to generate better code than using locals, above + object *&top = faces_obj[0] = 0; + object *&middle = faces_obj[1] = 0; + object *&floor = faces_obj[2] = 0; - middle = blank_face; - top = blank_face; - floor = blank_face; - - middle_obj = 0; - top_obj = 0; - floor_obj = 0; - - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) - { - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a dissapation factor that is cubed. - */ - if (tmp->glow_radius > light) - light = tmp->glow_radius; + object::flags_t allflags; // all flags of all objects or'ed together + + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) + { + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1120,68 +1060,75 @@ * * Always put the player down for drawing. */ - if (!tmp->invisible) + if (expect_true (!tmp->invisible)) { - if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) - { - top = tmp->face; - top_obj = tmp; - } - else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) + top = tmp; + else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. */ - middle = blank_face; - top = blank_face; - floor = tmp->face; - floor_obj = tmp; + middle = 0; + top = 0; + floor = tmp; + volume = 0; + items = 0; } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) + else { - middle = tmp->face; + if (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } - middle_obj = tmp; - anywhere = 1; - } - /* Find the highest visible face around. If equal - * visibilities, we still want the one nearer to the - * top - */ - else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) - { - middle = tmp->face; - middle_obj = tmp; + /* Flag anywhere have high priority */ + if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) + anywhere = tmp; + + /* Find the highest visible face around. If equal + * visibilities, we still want the one nearer to the + * top + */ + if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) + { + middle_visibility = ::faces [tmp->face].visibility; + middle = tmp; + } } } - if (tmp == tmp->above) - { - LOG (llevError, "Error in structure of map\n"); - exit (-1); - } - move_slow |= tmp->move_slow; move_block |= tmp->move_block; move_on |= tmp->move_on; move_off |= tmp->move_off; move_allow |= tmp->move_allow; - if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; - if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; - if (tmp->type == PLAYER) flags |= P_PLAYER; - if (tmp->type == SAFE_GROUND) flags |= P_SAFE; - if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; - if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; } - this->light = light; + // FLAG_SEE_ANYWHERE takes precedence + if (anywhere) + middle = anywhere; + + // ORing all flags together and checking them here is much faster + if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; + if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; + if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; + if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; + + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; this->move_off = move_off; this->move_slow = move_slow; + this->volume_ = (volume + 1023) / 1024; + this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at @@ -1198,7 +1145,7 @@ * may be possible for the faces to match but be different objects. */ if (top == middle) - middle = blank_face; + middle = 0; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. @@ -1206,26 +1153,25 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_IS_FLOOR]) break; /* If two top faces are already set, quit processing */ - if ((top != blank_face) && (middle != blank_face)) + if (top && middle) break; - /* Only show visible faces, unless its the editor - show all */ - if (!tmp->invisible || editor) + /* Only show visible faces */ + if (!tmp->invisible) { /* Fill in top if needed */ - if (top == blank_face) + if (!top) { - top = tmp->face; - top_obj = tmp; + top = tmp; if (top == middle) - middle = blank_face; + middle = 0; } else { @@ -1236,10 +1182,9 @@ * more to fill in. We don't check visiblity here, since * */ - if (tmp->face != top) + if (tmp != top) { - middle = tmp->face; - middle_obj = tmp; + middle = tmp; break; } } @@ -1247,47 +1192,92 @@ } if (middle == floor) - middle = blank_face; + middle = 0; if (top == middle) - middle = blank_face; + middle = 0; - faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; - faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; - faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; + // set lower map transparent floor flag if applicable + if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top) + { + floor->set_anim_frame (0); + + if (maptile *m = floor->map->tile_map [TILE_DOWN]) + { + mapspace &ms = m->at (floor->x, floor->y); + ms.update (); + + if (object *floor2 = ms.faces_obj [2]) + if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR]) + { + floor->set_anim_frame (1); + top = floor; + middle = ms.faces_obj [0]; + floor = floor2; + } + + ms.pflags |= PF_VIS_UP; + } + } + +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif } -/* this updates the orig_map->tile_map[tile_num] value after loading - * the map. It also takes care of linking back the freshly loaded - * maps tile_map values if it tiles back to this one. It returns - * the value of orig_map->tile_map[tile_num]. It really only does this - * so that it is easier for calling functions to verify success. - */ -static maptile * -load_and_link_tiled_map (maptile *orig_map, int tile_num) +void +mapspace::update_up () { - maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); + // invalidate up + if (!(pflags & PF_VIS_UP)) + return; - if (!mp || mp->in_memory != MAP_IN_MEMORY) + pflags &= ~PF_VIS_UP; + + if (bot) + if (maptile *m = bot->map->tile_map [TILE_UP]) + m->at (bot->x, bot->y).invalidate (); +} + +maptile * +maptile::tile_available (int dir, bool load) +{ + // map is there and we don't need to load it OR it's loaded => return what we have + if (tile_map [dir] && (!load || tile_map [dir]->linkable ())) + return tile_map [dir]; + + if (tile_path [dir]) { - // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine - LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", - &orig_map->tile_path[tile_num], &orig_map->path); - mp = new maptile (1, 1); - mp->alloc (); - mp->in_memory = MAP_IN_MEMORY; - } + // well, try to locate it then, if possible - maybe it's there already + if (maptile *m = find_async (tile_path [dir], this, load)) + { + bool match = true; - int dest_tile = (tile_num + 2) % 4; + if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN) + if (width != m->width) + match = false; - orig_map->tile_map[tile_num] = mp; + if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN) + if (height != m->height) + match = false; + + if (!match) + { + LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n", + dir, &path, &m->path); + m = 0; + } - // optimisation: back-link map to origin map if euclidean - //TODO: non-euclidean maps MUST GO - if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) - orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; + // this could be optimised endlessly + //m->activate_physics (); - return mp; + return tile_map [dir] = m; + } + } + + return 0; } /* this returns TRUE if the coordinates (x,y) are out of @@ -1310,46 +1300,34 @@ if (x < 0) { - if (!m->tile_path[3]) + if (!m->tile_available (TILE_WEST)) return 1; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 3); - - return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); + return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y); } if (x >= m->width) { - if (!m->tile_path[1]) + if (!m->tile_available (TILE_EAST)) return 1; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 1); - - return out_of_map (m->tile_map[1], x - m->width, y); + return out_of_map (m->tile_map [TILE_EAST], x - m->width, y); } if (y < 0) { - if (!m->tile_path[0]) + if (!m->tile_available (TILE_NORTH)) return 1; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 0); - - return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); + return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height); } if (y >= m->height) { - if (!m->tile_path[2]) + if (!m->tile_available (TILE_SOUTH)) return 1; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 2); - - return out_of_map (m->tile_map[2], x, y - m->height); + return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height); } /* Simple case - coordinates are within this local @@ -1362,141 +1340,131 @@ * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and - * updates x and y to be the localized coordinates. + * updates x and y to be the localised coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is */ maptile * -get_map_from_coord (maptile *m, sint16 *x, sint16 *y) +maptile::xy_find (sint16 &x, sint16 &y) { - if (*x < 0) + if (x < 0) { - if (!m->tile_path[3]) + if (!tile_available (TILE_WEST)) return 0; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 3); - - *x += m->tile_map[3]->width; - return (get_map_from_coord (m->tile_map[3], x, y)); + x += tile_map [TILE_WEST]->width; + return tile_map [TILE_WEST]->xy_find (x, y); } - if (*x >= m->width) + if (x >= width) { - if (!m->tile_path[1]) + if (!tile_available (TILE_EAST)) return 0; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 1); - - *x -= m->width; - return (get_map_from_coord (m->tile_map[1], x, y)); + x -= width; + return tile_map [TILE_EAST]->xy_find (x, y); } - if (*y < 0) + if (y < 0) { - if (!m->tile_path[0]) + if (!tile_available (TILE_NORTH)) return 0; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 0); - - *y += m->tile_map[0]->height; - return (get_map_from_coord (m->tile_map[0], x, y)); + y += tile_map [TILE_NORTH]->height; + return tile_map [TILE_NORTH]->xy_find (x, y); } - if (*y >= m->height) + if (y >= height) { - if (!m->tile_path[2]) + if (!tile_available (TILE_SOUTH)) return 0; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 2); - - *y -= m->height; - return (get_map_from_coord (m->tile_map[2], x, y)); + y -= height; + return tile_map [TILE_SOUTH]->xy_find (x, y); } /* Simple case - coordinates are within this local * map. */ - return m; + return this; } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ -static int -adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) +int +adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; + //TODO: this doesn't actually check correctly when intermediate maps are not loaded + //fix: compare paths instead (this is likely faster, too!) if (map1 == map2) { *dx = 0; *dy = 0; } - else if (map1->tile_map[0] == map2) - { /* up */ + else if (map1->tile_available (TILE_NORTH, false) == map2) + { *dx = 0; *dy = -map2->height; } - else if (map1->tile_map[1] == map2) - { /* right */ + else if (map1->tile_available (TILE_EAST , false) == map2) + { *dx = map1->width; *dy = 0; } - else if (map1->tile_map[2] == map2) - { /* down */ + else if (map1->tile_available (TILE_SOUTH, false) == map2) + { *dx = 0; *dy = map1->height; } - else if (map1->tile_map[3] == map2) - { /* left */ + else if (map1->tile_available (TILE_WEST , false) == map2) + { *dx = -map2->width; *dy = 0; } - else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) + else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2) { /* up right */ - *dx = map1->tile_map[0]->width; - *dy = -map1->tile_map[0]->height; + *dx = +map1->tile_map[TILE_NORTH]->width; + *dy = -map1->tile_map[TILE_NORTH]->height; } - else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) + else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2) { /* up left */ *dx = -map2->width; - *dy = -map1->tile_map[0]->height; + *dy = -map1->tile_map[TILE_NORTH]->height; } - else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) + else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2) { /* right up */ - *dx = map1->width; + *dx = +map1->width; *dy = -map2->height; } - else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) + else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2) { /* right down */ - *dx = map1->width; - *dy = map1->tile_map[1]->height; + *dx = +map1->width; + *dy = +map1->tile_map[TILE_EAST]->height; } - else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) + else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2) { /* down right */ - *dx = map1->tile_map[2]->width; - *dy = map1->height; + *dx = +map1->tile_map[TILE_SOUTH]->width; + *dy = +map1->height; } - else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) + else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2) { /* down left */ *dx = -map2->width; - *dy = map1->height; + *dy = +map1->height; } - else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) + else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2) { /* left up */ - *dx = -map1->tile_map[3]->width; + *dx = -map1->tile_map[TILE_WEST]->width; *dy = -map2->height; } - else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) + else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2) { /* left down */ - *dx = -map1->tile_map[3]->width; - *dy = map1->tile_map[3]->height; + *dx = -map1->tile_map[TILE_WEST]->width; + *dy = +map1->tile_map[TILE_WEST]->height; } else return 0; @@ -1504,12 +1472,29 @@ return 1; } +maptile * +maptile::xy_load (sint16 &x, sint16 &y) +{ + maptile *map = xy_find (x, y); + + if (map) + map->load_sync (); + + return map; +} + +maptile * +get_map_from_coord (maptile *m, sint16 *x, sint16 *y) +{ + return m->xy_load (*x, *y); +} + /* From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * @@ -1525,30 +1510,28 @@ * closest body part of 'op1' */ void -get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) +get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) { if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ - retval->distance = 100000; - retval->distance_x = 32767; - retval->distance_y = 32767; - retval->direction = 0; - retval->part = 0; + retval->distance = 10000; + retval->distance_x = 10000; + retval->distance_y = 10000; + retval->direction = 0; + retval->part = 0; } else { - object *best; - retval->distance_x += op2->x - op1->x; retval->distance_y += op2->y - op1->y; - best = op1; + object *best = op1; + /* If this is multipart, find the closest part now */ - if (!(flags & 0x1) && op1->more) + if (!(flags & 1) && op1->more) { - object *tmp; - int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; + int best_distance = idistance (retval->distance_x, retval->distance_y); /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again @@ -1556,25 +1539,27 @@ * same axis as is used for multipart objects, the simply arithmetic * below works. */ - for (tmp = op1->more; tmp != NULL; tmp = tmp->more) + for (object *tmp = op1->more; tmp; tmp = tmp->more) { - tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + - (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); + int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y); + if (tmpi < best_distance) { best_distance = tmpi; - best = tmp; + best = tmp; } } + if (best != op1) { retval->distance_x += op1->x - best->x; retval->distance_y += op1->y - best->y; } } - retval->part = best; - retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); - retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); + + retval->part = best; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); + retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); } } @@ -1588,27 +1573,26 @@ * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. */ - void -get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) +get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ - retval->distance = 100000; + retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; - retval->direction = 0; - retval->part = 0; + retval->direction = 0; + retval->part = 0; } else { retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; - retval->part = NULL; - retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); - retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); + retval->part = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); + retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); } } @@ -1628,12 +1612,168 @@ return adjacent_map (op1->map, op2->map, &dx, &dy); } +//-GPL + object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } +region * +maptile::region (int x, int y) const +{ + if (regions + && regionmap + && !OUT_OF_REAL_MAP (this, x, y)) + if (struct region *reg = regionmap [regions [y * width + x]]) + return reg; + + if (default_region) + return default_region; + + return ::region::default_region (); +} + +//+GPL + +/* picks a random object from a style map. + */ +object * +maptile::pick_random_object (rand_gen &gen) const +{ + /* while returning a null object will result in a crash, that + * is actually preferable to an infinite loop. That is because + * most servers will automatically restart in case of crash. + * Change the logic on getting the random space - shouldn't make + * any difference, but this seems clearer to me. + */ + for (int i = 1000; --i;) + { + object *pick = at (gen (width), gen (height)).bot; + + // must be head: do not prefer big monsters just because they are big. + if (pick && pick->is_head ()) + return pick; + } + + // instead of crashing in the unlikely(?) case, try to return *something* + return archetype::find (shstr_bug); +} + +//-GPL + +void +maptile::play_sound (faceidx sound, int x, int y) const +{ + if (!sound) + return; + + for_all_players_on_map (pl, this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } +} + +void +maptile::say_msg (const char *msg, int x, int y) const +{ + for_all_players (pl) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); + } +} + +dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25); + +static void +split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) +{ + // clip to map to the left + if (x0 < 0) + { + if (maptile *tile = m->tile_available (TILE_WEST, 1)) + split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); + + if (x1 < 0) // entirely to the left + return; + + x0 = 0; + } + + // clip to map to the right + if (x1 > m->width) + { + if (maptile *tile = m->tile_available (TILE_EAST, 1)) + split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); + + if (x0 > m->width) // entirely to the right + return; + + x1 = m->width; + } + + // clip to map above + if (y0 < 0) + { + if (maptile *tile = m->tile_available (TILE_NORTH, 1)) + split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); + + if (y1 < 0) // entirely above + return; + + y0 = 0; + } + + // clip to map below + if (y1 > m->height) + { + if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) + split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); + + if (y0 > m->height) // entirely below + return; + + y1 = m->height; + } + + // if we get here, the rect is within the current map + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + + r->m = m; + r->x0 = x0; + r->y0 = y0; + r->x1 = x1; + r->y1 = y1; + r->dx = dx; + r->dy = dy; +} + +maprect * +maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1) +{ + buf.clear (); + + ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); + + // add end marker + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + r->m = 0; + + return (maprect *)buf.linearise (); +} +