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Comparing deliantra/server/common/map.C (file contents):
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC vs.
Revision 1.215 by root, Sun May 8 12:40:41 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 31
46/* 32sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * 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
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* 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
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 96 return 0;
166 97
167 /* 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
168 * 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
169 * 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
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 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))
198 return 1; 131 return 1;
199 else 132 }
200 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;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->type != DOOR
220 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 154 return 1;
226 } 155 }
227
228 } 156 }
157
229 return 0; 158 return 0;
230} 159}
231 160
232
233/* 161/*
234 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
239 * 167 *
240 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
241 * 169 *
242 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
254 * 182 *
255 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
257 * against the move_block values. 185 * against the move_block values.
258 */ 186 */
259int 187bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
261{ 189{
262 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
276 193
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
278 { 195 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 196
281 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 198
283 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 200 return 1;
285 201
286 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
287 203 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 205 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 207 continue;
295 208
296 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
298 */ 211 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
300 return P_NO_PASS; 213 return 1;
301 } 214 }
302 215
303 return 0; 216 return 0;
304} 217}
305 218
306/* When the map is loaded, load_object does not actually insert objects 219//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 220
334void 221void
335maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
336{ 223{
337 if (!spaces) 224 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
343} 230}
344 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
345/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 264 */
351void 265void
352maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
353{ 267{
354 if (!spaces) 268 if (!spaces)
355 return; 269 return;
356 270
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
359 { 275 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 278 {
374 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
375 281
376 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
391 } 289 }
290 else
291 op = op->above;
392 } 292 }
393
394 tmp = above;
395 } 293 }
396} 294}
295
296//-GPL
397 297
398/* 298/*
399 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 300 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 301 */
403bool 302bool
404maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
405{ 304{
406 int unique; 305 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 306 {
414 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 308
416 * or editor will not be able to do anything with it either. 309 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 310 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
421 continue; 346 continue;
422 }
423 347
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 348 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
437 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
438 break; 354 break;
439 } 355 }
440 356
441 op = object::create (); 357 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 358 }
462#endif
463 359
464 return true; 360 return true;
465} 361}
466 362
467void 363void
468maptile::activate () 364maptile::activate ()
469{ 365{
470 if (!spaces) 366 if (state != MAP_INACTIVE)
471 return; 367 return;
472 368
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
476} 376}
477 377
478void 378void
479maptile::deactivate () 379maptile::deactivate ()
480{ 380{
481 if (!spaces) 381 if (state != MAP_ACTIVE)
482 return; 382 return;
483 383
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
487} 389}
488 390
489bool 391bool
490maptile::save_objects (object_freezer &freezer, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
491{ 393{
492 static int cede_count = 0; 394 coroapi::cede_to_tick ();
493 395
494 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
495 save_header (freezer); 397 _save_header (f);
496 398
497 if (!spaces) 399 if (!spaces)
498 return false; 400 return false;
499 401
500 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
501 { 403 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 404 bool unique = 0;
405
509 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
510 { 407 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 409
517 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
518 continue; 411 continue;
519 412
520 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 414 {
522 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 416 op->write (f);
524 } 417 }
525 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 419 op->write (f);
527 } 420 }
528 } 421 }
529 422
423 coroapi::cede_to_tick ();
424
530 return true; 425 return true;
531} 426}
532 427
533bool 428bool
534maptile::load_objects (const char *path, bool skip_header) 429maptile::_save_objects (const char *path, int flags)
535{ 430{
536 object_thawer thawer (path); 431 object_freezer freezer;
537 432
538 if (!thawer) 433 if (!_save_objects (freezer, flags))
539 return false; 434 return false;
540 435
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 436 return freezer.save (path);
564} 437}
565 438
566maptile::maptile () 439void
440maptile::init ()
567{ 441{
568 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
569 443
570 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
572 */ 446 */
573 width = 16; 447 width = 16;
574 height = 16; 448 height = 16;
449 timeout = 300;
450 max_items = MAX_ITEM_PER_ACTION;
451 max_volume = 2000000; // 2m³
575 reset_timeout = 0; 452 reset_timeout = 0;
576 timeout = 300;
577 enter_x = 0; 453 enter_x = 0;
578 enter_y = 0; 454 enter_y = 0;
579} 455}
580 456
457maptile::maptile ()
458{
459 init ();
460}
461
581maptile::maptile (int w, int h) 462maptile::maptile (int w, int h)
582{ 463{
583 in_memory = MAP_SWAPPED; 464 init ();
584 465
585 width = w; 466 width = w;
586 height = h; 467 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
591 468
592 alloc (); 469 alloc ();
593} 470}
594 471
595/* 472/*
603 if (spaces) 480 if (spaces)
604 return; 481 return;
605 482
606 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
607} 484}
485
486//+GPL
608 487
609/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
610 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
611 * at a later date. 490 * at a later date.
612 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
689 return items; 568 return items;
690} 569}
691 570
692/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
693 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
694static void 573static const char *
695print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
696{ 575{
697 int i; 576 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF]; 577 bool first = true;
699 578
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
703 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
704 { 587 {
705 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
707 else 590 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
709 } 592 }
710 else 593 else
711 { 594 {
712 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
714 else 597 else
715 sprintf (tmp, "*"); 598 buf.printf ("*");
716 } 599 }
717
718 strcat (output_string, tmp);
719 } 600 }
601
602 return buf;
720} 603}
604
605//-GPL
721 606
722/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
724 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
725 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
729 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 616 * MSW 2001-07-01
732 */ 617 */
733bool 618bool
734maptile::load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
735{ 620{
736 for (;;) 621 for (;;)
737 { 622 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 623 switch (thawer.kw)
741 { 624 {
742 case KW_EOF:
743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
744 return false;
745
746 case KW_end:
747 return true;
748
749 default:
750 case KW_ERROR:
751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
752 break;
753
754 case KW_msg: 625 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
756 break; 627 break;
757 628
758 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
759 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
760 break; 631 break;
761 632
762 case KW_maplore: 633 case KW_maplore:
763 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
780 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
781 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
782 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
783 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
784 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
785 case KW_temp: thawer.get (temp); break;
786 case KW_pressure: thawer.get (pressure); break;
787 case KW_humid: thawer.get (humid); break;
788 case KW_windspeed: thawer.get (windspeed); break;
789 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break;
791 656
792 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
794 661
795 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797 664
798 // old names new names 665 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
805 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
806 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
807 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
808 675
809 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
813 } 695 }
696
697 thawer.next ();
814 } 698 }
815 699
816 abort (); 700 abort ();
817} 701}
818 702
819bool 703//+GPL
820maptile::load_header (const char *path)
821{
822 object_thawer thawer (path);
823
824 if (!thawer)
825 return false;
826
827 return load_header (thawer);
828}
829 704
830/****************************************************************************** 705/******************************************************************************
831 * This is the start of unique map handling code 706 * This is the start of unique map handling code
832 *****************************************************************************/ 707 *****************************************************************************/
833 708
840 int unique = 0; 715 int unique = 0;
841 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
842 { 717 {
843 object *above = op->above; 718 object *above = op->above;
844 719
845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
846 unique = 1; 721 unique = 1;
847 722
848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
849 {
850 op->destroy_inv (false);
851 op->destroy (); 724 op->destroy ();
852 }
853 725
854 op = above; 726 op = above;
855 } 727 }
856 } 728 }
857} 729}
858 730
731//-GPL
732
859bool 733bool
860maptile::save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
861{ 735{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
864 738
865 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
866 740
867 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
868 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
869 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
872 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
873
874 if (region) MAP_OUT2 (region, region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
875 750
876 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
877 {
878 char shop[MAX_BUF];
879 print_shop_string (this, shop);
880 MAP_OUT2 (shopitems, shop);
881 }
882
883 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
884 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
885 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
886 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
887 MAP_OUT (darkness); 756
888 MAP_OUT (width); 757 MAP_OUT (width);
889 MAP_OUT (height); 758 MAP_OUT (height);
890 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
891 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
892 761 MAP_OUT (darkness);
893 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
894 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
895
896 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
897 MAP_OUT (temp); 763
898 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
899 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
900 MAP_OUT (windspeed);
901 MAP_OUT (winddir);
902 MAP_OUT (sky);
903 766
904 MAP_OUT (per_player); 767 MAP_OUT (per_player);
905 MAP_OUT (per_party); 768 MAP_OUT (per_party);
906 769
907 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
908 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
909 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
910 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
911 776
912 freezer.put (this); 777 freezer.put (this);
913 freezer.put (KW_end); 778 freezer.put (KW(end));
914 779
915 return true; 780 return true;
916} 781}
917 782
918bool 783bool
919maptile::save_header (const char *path) 784maptile::_save_header (const char *path)
920{ 785{
921 object_freezer freezer; 786 object_freezer freezer;
922 787
923 if (!save_header (freezer)) 788 if (!_save_header (freezer))
924 return false; 789 return false;
925 790
926 return freezer.save (path); 791 return freezer.save (path);
927} 792}
793
794//+GPL
928 795
929/* 796/*
930 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
931 */ 798 */
932void 799void
933maptile::clear () 800maptile::clear ()
934{ 801{
935 if (!spaces) 802 if (spaces)
936 return; 803 {
937
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 805 while (object *op = ms->bot)
940 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
941 if (op->head) 814 if (op == head)
942 op = op->head;
943
944 op->destroy_inv (false);
945 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
946 } 824 }
947
948 sfree (spaces, size ()), spaces = 0;
949 825
950 if (buttons) 826 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
952} 831}
953 832
954void 833void
955maptile::clear_header () 834maptile::clear_header ()
956{ 835{
958 msg = 0; 837 msg = 0;
959 maplore = 0; 838 maplore = 0;
960 shoprace = 0; 839 shoprace = 0;
961 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
962 841
963 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
964 tile_path [i] = 0; 843 tile_path [i] = 0;
965} 844}
966 845
967maptile::~maptile () 846maptile::~maptile ()
968{ 847{
975 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
976 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
977 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
978 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
979 */ 858 */
980 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
981 if (tile_map[i] == m) 860 if (tile_map[i] == m)
982 tile_map[i] = 0; 861 tile_map[i] = 0;
983} 862}
984 863
985void 864void
988 attachable::do_destroy (); 867 attachable::do_destroy ();
989 868
990 clear (); 869 clear ();
991} 870}
992 871
993/* 872/* decay and destroy perishable items in a map */
994 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
995 */
996void 874void
997maptile::update_buttons () 875maptile::do_decay_objects ()
998{ 876{
999 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
1000 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1001 { 882 {
1002 if (!ol->ob) 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
1003 { 899 {
1004 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
1005 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
1006 continue; 902 destroy = 1;
1007 } 903 }
1008 904 else if (op->is_armor ())
1009 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1010 { 905 {
1011 update_button (ol->ob); 906 op->stats.ac--;
1012 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
1013 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1014 } 938 }
1015} 939}
1016 940
1017/* 941/*
1018 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1019 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1020 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1021 * 945 *
1022 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1023 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1024 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1025 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1026 */ 950 */
1027int 951int
1028maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1029{ 953{
1030 long monster_cnt = 0; 954 long monster_cnt = 0;
1032 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1033 957
1034 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1035 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1036 { 960 {
1037 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1038 { 962 {
1039 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1040 monster_cnt++; 964 monster_cnt++;
1041 } 965 }
1042 966
1043 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1044 { 968 {
1045 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1046 970
1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1048 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1049
1050 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1051 } 982 }
1052 } 983 }
1053 984
1054 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1055 986
1068 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1069 */ 1000 */
1070int 1001int
1071maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1072{ 1003{
1073 int new_level = darkness + change;
1074
1075 /* Nothing to do */ 1004 /* Nothing to do */
1076 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1077 return 0; 1006 return 0;
1078 1007
1079 /* inform all players on the map */ 1008 /* inform all players on the map */
1080 if (change > 0) 1009 if (change > 0)
1081 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1082 else 1011 else
1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1084 1013
1085 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1086 * we need to be extra careful about negative values.
1087 * In general, the checks below are only needed if change
1088 * is not +/-1
1089 */
1090 if (new_level < 0)
1091 darkness = 0;
1092 else if (new_level >= MAX_DARKNESS)
1093 darkness = MAX_DARKNESS;
1094 else
1095 darkness = new_level;
1096 1015
1097 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1098 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1099 return 1; 1019 return 1;
1100} 1020}
1101 1021
1102/* 1022/*
1103 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1106 * through, etc) 1026 * through, etc)
1107 */ 1027 */
1108void 1028void
1109mapspace::update_ () 1029mapspace::update_ ()
1110{ 1030{
1111 object *tmp, *last = 0; 1031 object *last = 0;
1112 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1113 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1114 object *top_obj, *floor_obj, *middle_obj;
1115 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1116 1039
1117 middle = blank_face; 1040 //object *middle = 0;
1118 top = blank_face; 1041 //object *top = 0;
1119 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1120 1047
1121 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1122 top_obj = 0;
1123 floor_obj = 0;
1124 1049
1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1126 { 1051 {
1127 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1128 * one). But if so, it shouldn't be a simple additive - 2
1129 * light bulbs do not illuminate twice as far as once since
1130 * it is a dissapation factor that is cubed.
1131 */
1132 if (tmp->glow_radius > light)
1133 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1134 1054
1135 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1136 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1137 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1138 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1139 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1140 * 1060 *
1141 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1142 */ 1062 */
1143 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1144 { 1064 {
1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1146 {
1147 top = tmp->face;
1148 top_obj = tmp; 1066 top = tmp;
1149 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 { 1068 {
1152 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1153 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1154 */ 1071 */
1155 middle = blank_face; 1072 middle = 0;
1156 top = blank_face; 1073 top = 0;
1157 floor = tmp->face;
1158 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1159 } 1077 }
1160 /* Flag anywhere have high priority */ 1078 else
1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 { 1079 {
1163 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1164 1085
1165 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1166 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1167 } 1099 }
1168 /* Find the highest visible face around. If equal
1169 * visibilities, we still want the one nearer to the
1170 * top
1171 */
1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1173 {
1174 middle = tmp->face;
1175 middle_obj = tmp;
1176 }
1177 }
1178
1179 if (tmp == tmp->above)
1180 {
1181 LOG (llevError, "Error in structure of map\n");
1182 exit (-1);
1183 } 1100 }
1184 1101
1185 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1186 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1187 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1188 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1189 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1190 1107
1191 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1192 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1193 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1194 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1195 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1196 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1197 } 1112 }
1198 1113
1199 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1200 this->flags_ = flags; 1125 this->flags_ = flags;
1201 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1202 this->move_on = move_on; 1127 this->move_on = move_on;
1203 this->move_off = move_off; 1128 this->move_off = move_off;
1204 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1205 1132
1206 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1207 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1208 * this point. 1135 * this point.
1209 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1216 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1217 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1218 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1219 */ 1146 */
1220 if (top == middle) 1147 if (top == middle)
1221 middle = blank_face; 1148 middle = 0;
1222 1149
1223 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1224 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1225 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1226 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1227 */ 1154 */
1228 1155
1229 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1230 { 1157 {
1231 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1233 break; 1160 break;
1234 1161
1235 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1236 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1237 break; 1164 break;
1238 1165
1239 /* Only show visible faces */ 1166 /* Only show visible faces */
1240 if (!tmp->invisible) 1167 if (!tmp->invisible)
1241 { 1168 {
1242 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1243 if (top == blank_face) 1170 if (!top)
1244 { 1171 {
1245 top = tmp->face;
1246 top_obj = tmp; 1172 top = tmp;
1247 if (top == middle) 1173 if (top == middle)
1248 middle = blank_face; 1174 middle = 0;
1249 } 1175 }
1250 else 1176 else
1251 { 1177 {
1252 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1253 * middle is not set 1179 * middle is not set
1254 * 1180 *
1255 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1256 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1257 * 1183 *
1258 */ 1184 */
1259 if (tmp->face != top) 1185 if (tmp != top)
1260 { 1186 {
1261 middle = tmp->face;
1262 middle_obj = tmp; 1187 middle = tmp;
1263 break; 1188 break;
1264 } 1189 }
1265 } 1190 }
1266 } 1191 }
1267 } 1192 }
1268 1193
1269 if (middle == floor) 1194 if (middle == floor)
1270 middle = blank_face; 1195 middle = 0;
1271 1196
1272 if (top == middle) 1197 if (top == middle)
1273 middle = blank_face; 1198 middle = 0;
1274 1199
1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200 // set lower map transparent floor flag if applicable
1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1278}
1279
1280/* this updates the orig_map->tile_map[tile_num] value after finding
1281 * the map. It also takes care of linking back the freshly found
1282 * maps tile_map values if it tiles back to this one. It returns
1283 * the value of orig_map->tile_map[tile_num].
1284 */
1285static inline maptile *
1286find_and_link (maptile *orig_map, int tile_num)
1287{
1288 maptile *mp = orig_map->tile_map [tile_num];
1289
1290 if (!mp)
1291 { 1202 {
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1203 floor->set_anim_frame (0);
1293 1204
1294 if (!mp) 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1295 { 1206 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1207 mapspace &ms = m->at (floor->x, floor->y);
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1208 ms.update ();
1298 &orig_map->tile_path[tile_num], &orig_map->path); 1209
1299 mp = new maptile (1, 1); 1210 if (object *floor2 = ms.faces_obj [2])
1300 mp->alloc (); 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1301 mp->in_memory = MAP_IN_MEMORY; 1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1302 } 1220 }
1303 } 1221 }
1304 1222
1305 int dest_tile = (tile_num + 2) % 4; 1223#if 0
1224 faces_obj [0] = top;
1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1228}
1306 1229
1307 orig_map->tile_map [tile_num] = mp; 1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1308 1236
1309 // optimisation: back-link map to origin map if euclidean 1237 pflags &= ~PF_VIS_UP;
1310 //TODO: non-euclidean maps MUST GO
1311 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1312 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1313 1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274
1275 // as an optimisation, link us against the other map if the other map
1276 // has us as neighbour, which is very common, but not guaranteed.
1277 int dir2 = REVERSE_TILE_DIR (dir);
1278
1279 if (m->tile_path [dir2] == path)
1280 m->tile_map [dir2] = this;
1281
1282 return tile_map [dir] = m;
1283 }
1284 }
1285
1314 return mp; 1286 return 0;
1315}
1316
1317static inline void
1318load_and_link (maptile *orig_map, int tile_num)
1319{
1320 find_and_link (orig_map, tile_num)->load_sync ();
1321} 1287}
1322 1288
1323/* this returns TRUE if the coordinates (x,y) are out of 1289/* this returns TRUE if the coordinates (x,y) are out of
1324 * map m. This function also takes into account any 1290 * map m. This function also takes into account any
1325 * tiling considerations, loading adjacant maps as needed. 1291 * tiling considerations, loading adjacant maps as needed.
1338 if (!m) 1304 if (!m)
1339 return 0; 1305 return 0;
1340 1306
1341 if (x < 0) 1307 if (x < 0)
1342 { 1308 {
1343 if (!m->tile_path[3]) 1309 if (!m->tile_available (TILE_WEST))
1344 return 1; 1310 return 1;
1345 1311
1346 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 3);
1348
1349 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1312 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1350 } 1313 }
1351 1314
1352 if (x >= m->width) 1315 if (x >= m->width)
1353 { 1316 {
1354 if (!m->tile_path[1]) 1317 if (!m->tile_available (TILE_EAST))
1355 return 1; 1318 return 1;
1356 1319
1357 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 1);
1359
1360 return out_of_map (m->tile_map[1], x - m->width, y); 1320 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1361 } 1321 }
1362 1322
1363 if (y < 0) 1323 if (y < 0)
1364 { 1324 {
1365 if (!m->tile_path[0]) 1325 if (!m->tile_available (TILE_NORTH))
1366 return 1; 1326 return 1;
1367 1327
1368 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1369 find_and_link (m, 0);
1370
1371 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1328 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1372 } 1329 }
1373 1330
1374 if (y >= m->height) 1331 if (y >= m->height)
1375 { 1332 {
1376 if (!m->tile_path[2]) 1333 if (!m->tile_available (TILE_SOUTH))
1377 return 1; 1334 return 1;
1378 1335
1379 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1380 find_and_link (m, 2);
1381
1382 return out_of_map (m->tile_map[2], x, y - m->height); 1336 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1383 } 1337 }
1384 1338
1385 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
1386 * map. 1340 * map.
1387 */ 1341 */
1399maptile * 1353maptile *
1400maptile::xy_find (sint16 &x, sint16 &y) 1354maptile::xy_find (sint16 &x, sint16 &y)
1401{ 1355{
1402 if (x < 0) 1356 if (x < 0)
1403 { 1357 {
1404 if (!tile_path[3]) 1358 if (!tile_available (TILE_WEST))
1405 return 0; 1359 return 0;
1406 1360
1407 find_and_link (this, 3);
1408 x += tile_map[3]->width; 1361 x += tile_map [TILE_WEST]->width;
1409 return tile_map[3]->xy_find (x, y); 1362 return tile_map [TILE_WEST]->xy_find (x, y);
1410 } 1363 }
1411 1364
1412 if (x >= width) 1365 if (x >= width)
1413 { 1366 {
1414 if (!tile_path[1]) 1367 if (!tile_available (TILE_EAST))
1415 return 0; 1368 return 0;
1416 1369
1417 find_and_link (this, 1);
1418 x -= width; 1370 x -= width;
1419 return tile_map[1]->xy_find (x, y); 1371 return tile_map [TILE_EAST]->xy_find (x, y);
1420 } 1372 }
1421 1373
1422 if (y < 0) 1374 if (y < 0)
1423 { 1375 {
1424 if (!tile_path[0]) 1376 if (!tile_available (TILE_NORTH))
1425 return 0; 1377 return 0;
1426 1378
1427 find_and_link (this, 0);
1428 y += tile_map[0]->height; 1379 y += tile_map [TILE_NORTH]->height;
1429 return tile_map[0]->xy_find (x, y); 1380 return tile_map [TILE_NORTH]->xy_find (x, y);
1430 } 1381 }
1431 1382
1432 if (y >= height) 1383 if (y >= height)
1433 { 1384 {
1434 if (!tile_path[2]) 1385 if (!tile_available (TILE_SOUTH))
1435 return 0; 1386 return 0;
1436 1387
1437 find_and_link (this, 2);
1438 y -= height; 1388 y -= height;
1439 return tile_map[2]->xy_find (x, y); 1389 return tile_map [TILE_SOUTH]->xy_find (x, y);
1440 } 1390 }
1441 1391
1442 /* Simple case - coordinates are within this local 1392 /* Simple case - coordinates are within this local
1443 * map. 1393 * map.
1444 */ 1394 */
1447 1397
1448/** 1398/**
1449 * Return whether map2 is adjacent to map1. If so, store the distance from 1399 * Return whether map2 is adjacent to map1. If so, store the distance from
1450 * map1 to map2 in dx/dy. 1400 * map1 to map2 in dx/dy.
1451 */ 1401 */
1452static int 1402int
1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1403adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1454{ 1404{
1455 if (!map1 || !map2) 1405 if (!map1 || !map2)
1456 return 0; 1406 return 0;
1457 1407
1458 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1408 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1459 //fix: compare paths instead (this is likely faster, too!) 1409 //fix: compare paths instead (this is likely faster, too!)
1460 if (map1 == map2) 1410 if (map1 == map2)
1461 { 1411 {
1462 *dx = 0; 1412 *dx = 0;
1463 *dy = 0; 1413 *dy = 0;
1464 } 1414 }
1465 else if (map1->tile_map[0] == map2) 1415 else if (map1->tile_available (TILE_NORTH, false) == map2)
1466 { /* up */ 1416 {
1467 *dx = 0; 1417 *dx = 0;
1468 *dy = -map2->height; 1418 *dy = -map2->height;
1469 } 1419 }
1470 else if (map1->tile_map[1] == map2) 1420 else if (map1->tile_available (TILE_EAST , false) == map2)
1471 { /* right */ 1421 {
1472 *dx = map1->width; 1422 *dx = map1->width;
1473 *dy = 0; 1423 *dy = 0;
1474 } 1424 }
1475 else if (map1->tile_map[2] == map2) 1425 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1476 { /* down */ 1426 {
1477 *dx = 0; 1427 *dx = 0;
1478 *dy = map1->height; 1428 *dy = map1->height;
1479 } 1429 }
1480 else if (map1->tile_map[3] == map2) 1430 else if (map1->tile_available (TILE_WEST , false) == map2)
1481 { /* left */ 1431 {
1482 *dx = -map2->width; 1432 *dx = -map2->width;
1483 *dy = 0; 1433 *dy = 0;
1484 } 1434 }
1485 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1435 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1486 { /* up right */ 1436 { /* up right */
1487 *dx = map1->tile_map[0]->width; 1437 *dx = +map1->tile_map[TILE_NORTH]->width;
1488 *dy = -map1->tile_map[0]->height; 1438 *dy = -map1->tile_map[TILE_NORTH]->height;
1489 } 1439 }
1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1440 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1491 { /* up left */ 1441 { /* up left */
1492 *dx = -map2->width; 1442 *dx = -map2->width;
1493 *dy = -map1->tile_map[0]->height; 1443 *dy = -map1->tile_map[TILE_NORTH]->height;
1494 } 1444 }
1495 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1445 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1496 { /* right up */ 1446 { /* right up */
1497 *dx = map1->width; 1447 *dx = +map1->width;
1498 *dy = -map2->height; 1448 *dy = -map2->height;
1499 } 1449 }
1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1450 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1501 { /* right down */ 1451 { /* right down */
1502 *dx = map1->width; 1452 *dx = +map1->width;
1503 *dy = map1->tile_map[1]->height; 1453 *dy = +map1->tile_map[TILE_EAST]->height;
1504 } 1454 }
1505 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1455 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1506 { /* down right */ 1456 { /* down right */
1507 *dx = map1->tile_map[2]->width; 1457 *dx = +map1->tile_map[TILE_SOUTH]->width;
1508 *dy = map1->height; 1458 *dy = +map1->height;
1509 } 1459 }
1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1460 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1511 { /* down left */ 1461 { /* down left */
1512 *dx = -map2->width; 1462 *dx = -map2->width;
1513 *dy = map1->height; 1463 *dy = +map1->height;
1514 } 1464 }
1515 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1465 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1516 { /* left up */ 1466 { /* left up */
1517 *dx = -map1->tile_map[3]->width; 1467 *dx = -map1->tile_map[TILE_WEST]->width;
1518 *dy = -map2->height; 1468 *dy = -map2->height;
1519 } 1469 }
1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1470 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1521 { /* left down */ 1471 { /* left down */
1522 *dx = -map1->tile_map[3]->width; 1472 *dx = -map1->tile_map[TILE_WEST]->width;
1523 *dy = map1->tile_map[3]->height; 1473 *dy = +map1->tile_map[TILE_WEST]->height;
1524 } 1474 }
1525 else 1475 else
1526 return 0; 1476 return 0;
1527 1477
1528 return 1; 1478 return 1;
1548/* From map.c 1498/* From map.c
1549 * This is used by get_player to determine where the other 1499 * This is used by get_player to determine where the other
1550 * creature is. get_rangevector takes into account map tiling, 1500 * creature is. get_rangevector takes into account map tiling,
1551 * so you just can not look the the map coordinates and get the 1501 * so you just can not look the the map coordinates and get the
1552 * righte value. distance_x/y are distance away, which 1502 * righte value. distance_x/y are distance away, which
1553 * can be negativbe. direction is the crossfire direction scheme 1503 * can be negative. direction is the crossfire direction scheme
1554 * that the creature should head. part is the part of the 1504 * that the creature should head. part is the part of the
1555 * monster that is closest. 1505 * monster that is closest.
1556 * 1506 *
1557 * get_rangevector looks at op1 and op2, and fills in the 1507 * get_rangevector looks at op1 and op2, and fills in the
1558 * structure for op1 to get to op2. 1508 * structure for op1 to get to op2.
1564 * 1514 *
1565 * currently, the only flag supported (0x1) is don't translate for 1515 * currently, the only flag supported (0x1) is don't translate for
1566 * closest body part of 'op1' 1516 * closest body part of 'op1'
1567 */ 1517 */
1568void 1518void
1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1519get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1570{ 1520{
1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1521 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 { 1522 {
1573 /* be conservative and fill in _some_ data */ 1523 /* be conservative and fill in _some_ data */
1574 retval->distance = 100000; 1524 retval->distance = 10000;
1575 retval->distance_x = 32767; 1525 retval->distance_x = 10000;
1576 retval->distance_y = 32767; 1526 retval->distance_y = 10000;
1577 retval->direction = 0; 1527 retval->direction = 0;
1578 retval->part = 0; 1528 retval->part = 0;
1579 } 1529 }
1580 else 1530 else
1581 { 1531 {
1582 object *best;
1583
1584 retval->distance_x += op2->x - op1->x; 1532 retval->distance_x += op2->x - op1->x;
1585 retval->distance_y += op2->y - op1->y; 1533 retval->distance_y += op2->y - op1->y;
1586 1534
1587 best = op1; 1535 object *best = op1;
1536
1588 /* If this is multipart, find the closest part now */ 1537 /* If this is multipart, find the closest part now */
1589 if (!(flags & 0x1) && op1->more) 1538 if (!(flags & 1) && op1->more)
1590 { 1539 {
1591 object *tmp; 1540 int best_distance = idistance (retval->distance_x, retval->distance_y);
1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1593 1541
1594 /* we just take the offset of the piece to head to figure 1542 /* we just take the offset of the piece to head to figure
1595 * distance instead of doing all that work above again 1543 * distance instead of doing all that work above again
1596 * since the distance fields we set above are positive in the 1544 * since the distance fields we set above are positive in the
1597 * same axis as is used for multipart objects, the simply arithmetic 1545 * same axis as is used for multipart objects, the simply arithmetic
1598 * below works. 1546 * below works.
1599 */ 1547 */
1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1548 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1601 { 1549 {
1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1550 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1603 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1551
1604 if (tmpi < best_distance) 1552 if (tmpi < best_distance)
1605 { 1553 {
1606 best_distance = tmpi; 1554 best_distance = tmpi;
1607 best = tmp; 1555 best = tmp;
1608 } 1556 }
1609 } 1557 }
1558
1610 if (best != op1) 1559 if (best != op1)
1611 { 1560 {
1612 retval->distance_x += op1->x - best->x; 1561 retval->distance_x += op1->x - best->x;
1613 retval->distance_y += op1->y - best->y; 1562 retval->distance_y += op1->y - best->y;
1614 } 1563 }
1615 } 1564 }
1565
1616 retval->part = best; 1566 retval->part = best;
1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1567 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1619 } 1569 }
1620} 1570}
1621 1571
1622/* this is basically the same as get_rangevector above, but instead of 1572/* this is basically the same as get_rangevector above, but instead of
1623 * the first parameter being an object, it instead is the map 1573 * the first parameter being an object, it instead is the map
1627 * flags has no meaning for this function at this time - I kept it in to 1577 * flags has no meaning for this function at this time - I kept it in to
1628 * be more consistant with the above function and also in case they are needed 1578 * be more consistant with the above function and also in case they are needed
1629 * for something in the future. Also, since no object is pasted, the best 1579 * for something in the future. Also, since no object is pasted, the best
1630 * field of the rv_vector is set to NULL. 1580 * field of the rv_vector is set to NULL.
1631 */ 1581 */
1632
1633void 1582void
1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1583get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1635{ 1584{
1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1585 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 { 1586 {
1638 /* be conservative and fill in _some_ data */ 1587 /* be conservative and fill in _some_ data */
1639 retval->distance = 100000; 1588 retval->distance = 100000;
1640 retval->distance_x = 32767; 1589 retval->distance_x = 32767;
1641 retval->distance_y = 32767; 1590 retval->distance_y = 32767;
1642 retval->direction = 0; 1591 retval->direction = 0;
1643 retval->part = 0; 1592 retval->part = 0;
1644 } 1593 }
1645 else 1594 else
1646 { 1595 {
1647 retval->distance_x += op2->x - x; 1596 retval->distance_x += op2->x - x;
1648 retval->distance_y += op2->y - y; 1597 retval->distance_y += op2->y - y;
1649 1598
1650 retval->part = NULL; 1599 retval->part = 0;
1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1600 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1601 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1653 } 1602 }
1654} 1603}
1655 1604
1656/* Returns true of op1 and op2 are effectively on the same map 1605/* Returns true of op1 and op2 are effectively on the same map
1657 * (as related to map tiling). Note that this looks for a path from 1606 * (as related to map tiling). Note that this looks for a path from
1667 int dx, dy; 1616 int dx, dy;
1668 1617
1669 return adjacent_map (op1->map, op2->map, &dx, &dy); 1618 return adjacent_map (op1->map, op2->map, &dx, &dy);
1670} 1619}
1671 1620
1621//-GPL
1622
1672object * 1623object *
1673maptile::insert (object *op, int x, int y, object *originator, int flags) 1624maptile::insert (object *op, int x, int y, object *originator, int flags)
1674{ 1625{
1675 if (!op->flag [FLAG_REMOVED])
1676 op->remove ();
1677
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1626 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679} 1627}
1680 1628
1629region *
1630maptile::region (int x, int y) const
1631{
1632 if (regions
1633 && regionmap
1634 && !OUT_OF_REAL_MAP (this, x, y))
1635 if (struct region *reg = regionmap [regions [y * width + x]])
1636 return reg;
1637
1638 if (default_region)
1639 return default_region;
1640
1641 return ::region::default_region ();
1642}
1643
1644//+GPL
1645
1646/* picks a random object from a style map.
1647 */
1648object *
1649maptile::pick_random_object (rand_gen &gen) const
1650{
1651 /* while returning a null object will result in a crash, that
1652 * is actually preferable to an infinite loop. That is because
1653 * most servers will automatically restart in case of crash.
1654 * Change the logic on getting the random space - shouldn't make
1655 * any difference, but this seems clearer to me.
1656 */
1657 for (int i = 1000; --i;)
1658 {
1659 object *pick = at (gen (width), gen (height)).bot;
1660
1661 // must be head: do not prefer big monsters just because they are big.
1662 if (pick && pick->is_head ())
1663 return pick;
1664 }
1665
1666 // instead of crashing in the unlikely(?) case, try to return *something*
1667 return archetype::find (shstr_bug);
1668}
1669
1670//-GPL
1671
1672void
1673maptile::play_sound (faceidx sound, int x, int y) const
1674{
1675 if (!sound)
1676 return;
1677
1678 for_all_players_on_map (pl, this)
1679 if (client *ns = pl->ns)
1680 {
1681 int dx = x - pl->ob->x;
1682 int dy = y - pl->ob->y;
1683
1684 int distance = idistance (dx, dy);
1685
1686 if (distance <= MAX_SOUND_DISTANCE)
1687 ns->play_sound (sound, dx, dy);
1688 }
1689}
1690
1691void
1692maptile::say_msg (const char *msg, int x, int y) const
1693{
1694 for_all_players (pl)
1695 if (client *ns = pl->ns)
1696 {
1697 int dx = x - pl->ob->x;
1698 int dy = y - pl->ob->y;
1699
1700 int distance = idistance (dx, dy);
1701
1702 if (distance <= MAX_SOUND_DISTANCE)
1703 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1704 }
1705}
1706
1707dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1708
1709static void
1710split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1711{
1712 // clip to map to the left
1713 if (x0 < 0)
1714 {
1715 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1716 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1717
1718 if (x1 < 0) // entirely to the left
1719 return;
1720
1721 x0 = 0;
1722 }
1723
1724 // clip to map to the right
1725 if (x1 > m->width)
1726 {
1727 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1728 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1729
1730 if (x0 > m->width) // entirely to the right
1731 return;
1732
1733 x1 = m->width;
1734 }
1735
1736 // clip to map above
1737 if (y0 < 0)
1738 {
1739 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1740 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1741
1742 if (y1 < 0) // entirely above
1743 return;
1744
1745 y0 = 0;
1746 }
1747
1748 // clip to map below
1749 if (y1 > m->height)
1750 {
1751 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1752 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1753
1754 if (y0 > m->height) // entirely below
1755 return;
1756
1757 y1 = m->height;
1758 }
1759
1760 // if we get here, the rect is within the current map
1761 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1762
1763 r->m = m;
1764 r->x0 = x0;
1765 r->y0 = y0;
1766 r->x1 = x1;
1767 r->y1 = y1;
1768 r->dx = dx;
1769 r->dy = dy;
1770}
1771
1772maprect *
1773maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1774{
1775 buf.clear ();
1776
1777 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1778
1779 // add end marker
1780 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1781 r->m = 0;
1782
1783 return (maprect *)buf.linearise ();
1784}
1785

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