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Comparing deliantra/server/common/map.C (file contents):
Revision 1.56 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.146 by root, Sun Aug 17 22:46:26 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "loader.h"
30#include "path.h" 28#include "path.h"
31
32/*
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[MAX_BUF];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 29
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
241 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
242 */ 105 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 107 return 0;
245 108
246 if (ob->head != NULL)
247 ob = ob->head; 109 ob = ob->head_ ();
248 110
249 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
282 else 144 else
283 { 145 {
284 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
286 * movement, can't move here. 148 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
288 * hidden dm 150 * hidden dm
289 */ 151 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 153 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 160 return 1;
295 } 161 }
296 162
297 } 163 }
298 return 0; 164 return 0;
299} 165}
300 166
301
302/* 167/*
303 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
308 * 173 *
309 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
310 * 175 *
311 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
323 * 188 *
324 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
326 * against the move_block values. 191 * against the move_block values.
327 */ 192 */
328int 193bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
330{ 195{
331 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (ob == NULL)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
345 199
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
347 { 201 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 202
350 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 204
352 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 206 return 1;
354 207
355 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
356 209 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 211 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 213 continue;
364 214
365 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
367 */ 217 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
369 return P_NO_PASS; 219 return 1;
370 } 220 }
371 221
372 return 0; 222 return 0;
373} 223}
374 224
392 242
393 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
394 tmp = next; 244 tmp = next;
395 } 245 }
396 246
397 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
398 * carrying. 248 //TODO: remove
399 */ 249 container->update_weight ();
400 sum_weight (container); 250}
251
252void
253maptile::set_object_flag (int flag, int value)
254{
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
401} 274}
402 275
403/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 280 */
409void 281void
410maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
411{ 283{
412 if (!spaces) 284 if (!spaces)
413 return; 285 return;
414 286
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
417 { 291 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 293 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 294 {
432 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
433 297
434 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
449 } 305 }
306 else
307 op = op->above;
450 } 308 }
451
452 tmp = above;
453 } 309 }
454} 310}
455 311
456/* 312/*
457 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 314 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 315 */
461bool 316bool
462maptile::load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
463{ 318{
464 int unique; 319 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 320 {
472 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 322
474 * or editor will not be able to do anything with it either. 323 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 324 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
479 continue; 360 continue;
480 }
481 361
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 362 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
495 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
496 break; 368 break;
497 } 369 }
498 370
499 op = object::create (); 371 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 372 }
520#endif
521 373
522 return true; 374 return true;
523} 375}
524 376
525void 377void
526maptile::activate () 378maptile::activate ()
527{ 379{
528 if (!spaces) 380 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 383 op->activate_recursive ();
534} 384}
535 385
536void 386void
537maptile::deactivate () 387maptile::deactivate ()
538{ 388{
539 if (!spaces) 389 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 392 op->deactivate_recursive ();
545} 393}
546 394
547bool 395bool
548maptile::save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
549{ 397{
398 coroapi::cede_to_tick ();
399
550 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
551 save_header (freezer); 401 _save_header (f);
552 402
553 if (!spaces) 403 if (!spaces)
554 return false; 404 return false;
555 405
556 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
557 { 407 {
558 int unique = 0; 408 bool unique = 0;
409
559 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
560 { 411 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 413
564 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
565 continue; 415 continue;
566 416
567 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 418 {
569 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 420 op->write (f);
571 } 421 }
572 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 423 op->write (f);
574 } 424 }
575 } 425 }
576 426
427 coroapi::cede_to_tick ();
428
577 return true; 429 return true;
578} 430}
579 431
580bool 432bool
581maptile::load_objects (const char *path, bool skip_header) 433maptile::_save_objects (const char *path, int flags)
582{ 434{
583 object_thawer thawer (path); 435 object_freezer freezer;
584 436
585 if (!thawer) 437 if (!_save_objects (freezer, flags))
586 return false; 438 return false;
587 439
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 440 return freezer.save (path);
611} 441}
612 442
613maptile::maptile () 443maptile::maptile ()
614{ 444{
615 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
616 446
617 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
619 */ 449 */
620 width = 16; 450 width = 16;
621 height = 16; 451 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 452 timeout = 300;
624 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 454 max_volume = 2000000; // 2m³
626} 455}
627 456
628maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
629{ 458{
630 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 605 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 606 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 607 * MSW 2001-07-01
779 */ 608 */
780bool 609bool
781maptile::load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
782{ 611{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 612 for (;;)
788 { 613 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 614 switch (thawer.kw)
792 { 615 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 616 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
802 break; 618 break;
803 619
804 case KW_lore: // CF+ extension 620 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
837 653
838 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
840 658
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 661
844 // old names new names 662 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
860 default: 686 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 687 if (!thawer.parse_error ("map", 0))
688 return false;
862 break; 689 break;
863 } 690 }
691
692 thawer.next ();
864 } 693 }
865 694
866 abort (); 695 abort ();
867}
868
869bool
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878} 696}
879 697
880/****************************************************************************** 698/******************************************************************************
881 * This is the start of unique map handling code 699 * This is the start of unique map handling code
882 *****************************************************************************/ 700 *****************************************************************************/
893 object *above = op->above; 711 object *above = op->above;
894 712
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 714 unique = 1;
897 715
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 { 717 {
900 op->destroy_inv (false); 718 op->destroy_inv (false);
901 op->destroy (); 719 op->destroy ();
902 } 720 }
903 721
905 } 723 }
906 } 724 }
907} 725}
908 726
909bool 727bool
910maptile::save_header (object_freezer &freezer) 728maptile::_save_header (object_freezer &freezer)
911{ 729{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 730#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 732
915 MAP_OUT2 (arch, "map"); 733 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
923 743
924 if (region) MAP_OUT2 (region, region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
925 745
926 if (shopitems) 746 if (shopitems)
927 { 747 {
928 char shop[MAX_BUF]; 748 char shop[MAX_BUF];
929 print_shop_string (this, shop); 749 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 781
962 MAP_OUT2 (end, 0); 782 freezer.put (this);
783 freezer.put (KW_end);
963 784
964 return true; 785 return true;
965} 786}
966 787
967bool 788bool
968maptile::save_header (const char *path) 789maptile::_save_header (const char *path)
969{ 790{
970 object_freezer freezer; 791 object_freezer freezer;
971 792
972 if (!save_header (freezer)) 793 if (!_save_header (freezer))
973 return false; 794 return false;
974 795
975 return freezer.save (path); 796 return freezer.save (path);
976} 797}
977 798
979 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
980 */ 801 */
981void 802void
982maptile::clear () 803maptile::clear ()
983{ 804{
984 if (!spaces) 805 if (spaces)
985 return; 806 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 808 while (object *op = ms->bot)
989 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
990 if (op->head) 817 if (op == head)
991 op = op->head; 818 {
992
993 op->destroy_inv (false); 819 op->destroy_inv (false);
994 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
827 }
828
829 sfree0 (spaces, size ());
995 } 830 }
996
997 sfree (spaces, size ()), spaces = 0;
998 831
999 if (buttons) 832 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
1001} 837}
1002 838
1003void 839void
1004maptile::clear_header () 840maptile::clear_header ()
1005{ 841{
1035maptile::do_destroy () 871maptile::do_destroy ()
1036{ 872{
1037 attachable::do_destroy (); 873 attachable::do_destroy ();
1038 874
1039 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
1040} 943}
1041 944
1042/* 945/*
1043 * Updates every button on the map (by calling update_button() for them). 946 * Updates every button on the map (by calling update_button() for them).
1044 */ 947 */
1091 994
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 996 {
1094 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1095 998
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1097 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1100 } 1010 }
1101 } 1011 }
1102 1012
1103 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1104 1014
1143 else 1053 else
1144 darkness = new_level; 1054 darkness = new_level;
1145 1055
1146 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1148 return 1; 1059 return 1;
1149} 1060}
1150 1061
1151/* 1062/*
1152 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1155 * through, etc) 1066 * through, etc)
1156 */ 1067 */
1157void 1068void
1158mapspace::update_ () 1069mapspace::update_ ()
1159{ 1070{
1160 object *tmp, *last = 0; 1071 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1074
1166 middle = blank_face; 1075 //object *middle = 0;
1167 top = blank_face; 1076 //object *top = 0;
1168 floor = blank_face; 1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1169 1082
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1084 {
1176 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1180 */ 1089 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1183 1091
1184 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1191 */ 1099 */
1192 if (!tmp->invisible) 1100 if (!tmp->invisible)
1193 { 1101 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1103 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1105 {
1201 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1203 */ 1108 */
1204 middle = blank_face; 1109 middle = 0;
1205 top = blank_face; 1110 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1111 floor = tmp;
1208 } 1112 }
1209 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1115 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1116 middle = tmp;
1215 anywhere = 1; 1117 anywhere = 1;
1216 } 1118 }
1119
1217 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1219 * top 1122 * top
1220 */ 1123 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1125 middle = tmp;
1225 }
1226 } 1126 }
1227 1127
1228 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1229 { 1129 {
1230 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1165 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1166 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1167 * may be possible for the faces to match but be different objects.
1268 */ 1168 */
1269 if (top == middle) 1169 if (top == middle)
1270 middle = blank_face; 1170 middle = 0;
1271 1171
1272 /* There are three posibilities at this point: 1172 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1276 */ 1176 */
1277 1177
1278 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1179 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1182 break;
1283 1183
1284 /* If two top faces are already set, quit processing */ 1184 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1185 if (top && middle)
1286 break; 1186 break;
1287 1187
1288 /* Only show visible faces, unless its the editor - show all */ 1188 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1189 if (!tmp->invisible)
1290 { 1190 {
1291 /* Fill in top if needed */ 1191 /* Fill in top if needed */
1292 if (top == blank_face) 1192 if (!top)
1293 { 1193 {
1294 top = tmp->face;
1295 top_obj = tmp; 1194 top = tmp;
1296 if (top == middle) 1195 if (top == middle)
1297 middle = blank_face; 1196 middle = 0;
1298 } 1197 }
1299 else 1198 else
1300 { 1199 {
1301 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1302 * middle is not set 1201 * middle is not set
1303 * 1202 *
1304 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1306 * 1205 *
1307 */ 1206 */
1308 if (tmp->face != top) 1207 if (tmp != top)
1309 { 1208 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1209 middle = tmp;
1312 break; 1210 break;
1313 } 1211 }
1314 } 1212 }
1315 } 1213 }
1316 } 1214 }
1317 1215
1318 if (middle == floor) 1216 if (middle == floor)
1319 middle = blank_face; 1217 middle = 0;
1320 1218
1321 if (top == middle) 1219 if (top == middle)
1322 middle = blank_face; 1220 middle = 0;
1323 1221
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1222#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1223 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1224 faces_obj [1] = middle;
1225 faces_obj [2] = floor;
1226#endif
1327} 1227}
1328 1228
1329void 1229uint64
1330set_map_reset_time (maptile *map) 1230mapspace::volume () const
1331{ 1231{
1332 int timeout = map->reset_timeout; 1232 uint64 vol = 0;
1333 1233
1334 if (timeout <= 0) 1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1335 timeout = MAP_DEFAULTRESET; 1235 vol += op->volume ();
1336 if (timeout >= MAP_MAXRESET)
1337 timeout = MAP_MAXRESET;
1338 1236
1339 map->reset_time = time (0) + timeout; 1237 return vol;
1340} 1238}
1341 1239
1342/* this updates the orig_map->tile_map[tile_num] value after loading 1240bool
1343 * the map. It also takes care of linking back the freshly loaded 1241maptile::tile_available (int dir, bool load)
1344 * maps tile_map values if it tiles back to this one. It returns
1345 * the value of orig_map->tile_map[tile_num]. It really only does this
1346 * so that it is easier for calling functions to verify success.
1347 */
1348static maptile *
1349load_and_link_tiled_map (maptile *orig_map, int tile_num)
1350{ 1242{
1351 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1243 if (!tile_path[dir])
1352 mp->load (); 1244 return 0;
1353 1245
1354 int dest_tile = (tile_num + 2) % 4; 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1247 return 1;
1355 1248
1356 orig_map->tile_map[tile_num] = mp; 1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250 return 1;
1357 1251
1358 /* need to do a strcmp here as the orig_map->path is not a shared string */
1359 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1360 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1361
1362 return mp; 1252 return 0;
1363} 1253}
1364 1254
1365/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1366 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1367 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1380 if (!m) 1270 if (!m)
1381 return 0; 1271 return 0;
1382 1272
1383 if (x < 0) 1273 if (x < 0)
1384 { 1274 {
1385 if (!m->tile_path[3]) 1275 if (!m->tile_available (3))
1386 return 1; 1276 return 1;
1387 1277
1388 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1389 load_and_link_tiled_map (m, 3);
1390
1391 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1392 } 1279 }
1393 1280
1394 if (x >= m->width) 1281 if (x >= m->width)
1395 { 1282 {
1396 if (!m->tile_path[1]) 1283 if (!m->tile_available (1))
1397 return 1; 1284 return 1;
1398 1285
1399 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1400 load_and_link_tiled_map (m, 1);
1401
1402 return out_of_map (m->tile_map[1], x - m->width, y); 1286 return out_of_map (m->tile_map[1], x - m->width, y);
1403 } 1287 }
1404 1288
1405 if (y < 0) 1289 if (y < 0)
1406 { 1290 {
1407 if (!m->tile_path[0]) 1291 if (!m->tile_available (0))
1408 return 1; 1292 return 1;
1409 1293
1410 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1411 load_and_link_tiled_map (m, 0);
1412
1413 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1414 } 1295 }
1415 1296
1416 if (y >= m->height) 1297 if (y >= m->height)
1417 { 1298 {
1418 if (!m->tile_path[2]) 1299 if (!m->tile_available (2))
1419 return 1; 1300 return 1;
1420
1421 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1422 load_and_link_tiled_map (m, 2);
1423 1301
1424 return out_of_map (m->tile_map[2], x, y - m->height); 1302 return out_of_map (m->tile_map[2], x, y - m->height);
1425 } 1303 }
1426 1304
1427 /* Simple case - coordinates are within this local 1305 /* Simple case - coordinates are within this local
1432 1310
1433/* This is basically the same as out_of_map above, but 1311/* This is basically the same as out_of_map above, but
1434 * instead we return NULL if no map is valid (coordinates 1312 * instead we return NULL if no map is valid (coordinates
1435 * out of bounds and no tiled map), otherwise it returns 1313 * out of bounds and no tiled map), otherwise it returns
1436 * the map as that the coordinates are really on, and 1314 * the map as that the coordinates are really on, and
1437 * updates x and y to be the localized coordinates. 1315 * updates x and y to be the localised coordinates.
1438 * Using this is more efficient of calling out_of_map 1316 * Using this is more efficient of calling out_of_map
1439 * and then figuring out what the real map is 1317 * and then figuring out what the real map is
1440 */ 1318 */
1441maptile * 1319maptile *
1442get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1320maptile::xy_find (sint16 &x, sint16 &y)
1443{ 1321{
1444 if (*x < 0) 1322 if (x < 0)
1445 { 1323 {
1446 if (!m->tile_path[3]) 1324 if (!tile_available (3))
1447 return 0; 1325 return 0;
1448 1326
1449 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1450 load_and_link_tiled_map (m, 3);
1451
1452 *x += m->tile_map[3]->width; 1327 x += tile_map[3]->width;
1453 return (get_map_from_coord (m->tile_map[3], x, y)); 1328 return tile_map[3]->xy_find (x, y);
1454 } 1329 }
1455 1330
1456 if (*x >= m->width) 1331 if (x >= width)
1457 { 1332 {
1458 if (!m->tile_path[1]) 1333 if (!tile_available (1))
1459 return 0; 1334 return 0;
1460 1335
1461 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1462 load_and_link_tiled_map (m, 1);
1463
1464 *x -= m->width; 1336 x -= width;
1465 return (get_map_from_coord (m->tile_map[1], x, y)); 1337 return tile_map[1]->xy_find (x, y);
1466 } 1338 }
1467 1339
1468 if (*y < 0) 1340 if (y < 0)
1469 { 1341 {
1470 if (!m->tile_path[0]) 1342 if (!tile_available (0))
1471 return 0; 1343 return 0;
1472 1344
1473 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1474 load_and_link_tiled_map (m, 0);
1475
1476 *y += m->tile_map[0]->height; 1345 y += tile_map[0]->height;
1477 return (get_map_from_coord (m->tile_map[0], x, y)); 1346 return tile_map[0]->xy_find (x, y);
1478 } 1347 }
1479 1348
1480 if (*y >= m->height) 1349 if (y >= height)
1481 { 1350 {
1482 if (!m->tile_path[2]) 1351 if (!tile_available (2))
1483 return 0; 1352 return 0;
1484 1353
1485 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1486 load_and_link_tiled_map (m, 2);
1487
1488 *y -= m->height; 1354 y -= height;
1489 return (get_map_from_coord (m->tile_map[2], x, y)); 1355 return tile_map[2]->xy_find (x, y);
1490 } 1356 }
1491 1357
1492 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1493 * map. 1359 * map.
1494 */ 1360 */
1495
1496 m->last_access = runtime;
1497 return m; 1361 return this;
1498} 1362}
1499 1363
1500/** 1364/**
1501 * Return whether map2 is adjacent to map1. If so, store the distance from 1365 * Return whether map2 is adjacent to map1. If so, store the distance from
1502 * map1 to map2 in dx/dy. 1366 * map1 to map2 in dx/dy.
1503 */ 1367 */
1504static int 1368int
1505adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1506{ 1370{
1507 if (!map1 || !map2) 1371 if (!map1 || !map2)
1508 return 0; 1372 return 0;
1509 1373
1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1375 //fix: compare paths instead (this is likely faster, too!)
1510 if (map1 == map2) 1376 if (map1 == map2)
1511 { 1377 {
1512 *dx = 0; 1378 *dx = 0;
1513 *dy = 0; 1379 *dy = 0;
1514 } 1380 }
1574 } 1440 }
1575 else 1441 else
1576 return 0; 1442 return 0;
1577 1443
1578 return 1; 1444 return 1;
1445}
1446
1447maptile *
1448maptile::xy_load (sint16 &x, sint16 &y)
1449{
1450 maptile *map = xy_find (x, y);
1451
1452 if (map)
1453 map->load_sync ();
1454
1455 return map;
1456}
1457
1458maptile *
1459get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1460{
1461 return m->xy_load (*x, *y);
1579} 1462}
1580 1463
1581/* From map.c 1464/* From map.c
1582 * This is used by get_player to determine where the other 1465 * This is used by get_player to determine where the other
1583 * creature is. get_rangevector takes into account map tiling, 1466 * creature is. get_rangevector takes into account map tiling,
1584 * so you just can not look the the map coordinates and get the 1467 * so you just can not look the the map coordinates and get the
1585 * righte value. distance_x/y are distance away, which 1468 * righte value. distance_x/y are distance away, which
1586 * can be negativbe. direction is the crossfire direction scheme 1469 * can be negative. direction is the crossfire direction scheme
1587 * that the creature should head. part is the part of the 1470 * that the creature should head. part is the part of the
1588 * monster that is closest. 1471 * monster that is closest.
1589 * 1472 *
1590 * get_rangevector looks at op1 and op2, and fills in the 1473 * get_rangevector looks at op1 and op2, and fills in the
1591 * structure for op1 to get to op2. 1474 * structure for op1 to get to op2.
1602get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1603{ 1486{
1604 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1487 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1605 { 1488 {
1606 /* be conservative and fill in _some_ data */ 1489 /* be conservative and fill in _some_ data */
1607 retval->distance = 100000; 1490 retval->distance = 10000;
1608 retval->distance_x = 32767; 1491 retval->distance_x = 10000;
1609 retval->distance_y = 32767; 1492 retval->distance_y = 10000;
1610 retval->direction = 0; 1493 retval->direction = 0;
1611 retval->part = 0; 1494 retval->part = 0;
1612 } 1495 }
1613 else 1496 else
1614 { 1497 {
1619 1502
1620 best = op1; 1503 best = op1;
1621 /* If this is multipart, find the closest part now */ 1504 /* If this is multipart, find the closest part now */
1622 if (!(flags & 0x1) && op1->more) 1505 if (!(flags & 0x1) && op1->more)
1623 { 1506 {
1624 object *tmp;
1625 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1507 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1626 1508
1627 /* we just take the offset of the piece to head to figure 1509 /* we just take the offset of the piece to head to figure
1628 * distance instead of doing all that work above again 1510 * distance instead of doing all that work above again
1629 * since the distance fields we set above are positive in the 1511 * since the distance fields we set above are positive in the
1630 * same axis as is used for multipart objects, the simply arithmetic 1512 * same axis as is used for multipart objects, the simply arithmetic
1631 * below works. 1513 * below works.
1632 */ 1514 */
1633 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1515 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1634 { 1516 {
1635 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1517 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1636 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1518 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1637 if (tmpi < best_distance) 1519 if (tmpi < best_distance)
1638 { 1520 {
1639 best_distance = tmpi; 1521 best_distance = tmpi;
1640 best = tmp; 1522 best = tmp;
1641 } 1523 }
1642 } 1524 }
1525
1643 if (best != op1) 1526 if (best != op1)
1644 { 1527 {
1645 retval->distance_x += op1->x - best->x; 1528 retval->distance_x += op1->x - best->x;
1646 retval->distance_y += op1->y - best->y; 1529 retval->distance_y += op1->y - best->y;
1647 } 1530 }
1648 } 1531 }
1532
1649 retval->part = best; 1533 retval->part = best;
1650 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1651 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1652 } 1536 }
1653} 1537}
1654 1538
1655/* this is basically the same as get_rangevector above, but instead of 1539/* this is basically the same as get_rangevector above, but instead of
1660 * flags has no meaning for this function at this time - I kept it in to 1544 * flags has no meaning for this function at this time - I kept it in to
1661 * be more consistant with the above function and also in case they are needed 1545 * be more consistant with the above function and also in case they are needed
1662 * for something in the future. Also, since no object is pasted, the best 1546 * for something in the future. Also, since no object is pasted, the best
1663 * field of the rv_vector is set to NULL. 1547 * field of the rv_vector is set to NULL.
1664 */ 1548 */
1665
1666void 1549void
1667get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1550get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1668{ 1551{
1669 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1552 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1670 { 1553 {
1671 /* be conservative and fill in _some_ data */ 1554 /* be conservative and fill in _some_ data */
1672 retval->distance = 100000; 1555 retval->distance = 100000;
1679 { 1562 {
1680 retval->distance_x += op2->x - x; 1563 retval->distance_x += op2->x - x;
1681 retval->distance_y += op2->y - y; 1564 retval->distance_y += op2->y - y;
1682 1565
1683 retval->part = NULL; 1566 retval->part = NULL;
1684 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1567 retval->distance = idistance (retval->distance_x, retval->distance_y);
1685 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1686 } 1569 }
1687} 1570}
1688 1571
1689/* Returns true of op1 and op2 are effectively on the same map 1572/* Returns true of op1 and op2 are effectively on the same map
1703} 1586}
1704 1587
1705object * 1588object *
1706maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1707{ 1590{
1708 if (!op->flag [FLAG_REMOVED])
1709 op->remove ();
1710
1711 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1712} 1592}
1713 1593
1594region *
1595maptile::region (int x, int y) const
1596{
1597 if (regions
1598 && regionmap
1599 && !OUT_OF_REAL_MAP (this, x, y))
1600 if (struct region *reg = regionmap [regions [y * width + x]])
1601 return reg;
1602
1603 if (default_region)
1604 return default_region;
1605
1606 return ::region::default_region ();
1607}
1608
1609/* picks a random object from a style map.
1610 */
1611object *
1612maptile::pick_random_object (rand_gen &gen) const
1613{
1614 /* while returning a null object will result in a crash, that
1615 * is actually preferable to an infinite loop. That is because
1616 * most servers will automatically restart in case of crash.
1617 * Change the logic on getting the random space - shouldn't make
1618 * any difference, but this seems clearer to me.
1619 */
1620 for (int i = 1000; --i;)
1621 {
1622 object *pick = at (gen (width), gen (height)).bot;
1623
1624 // do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ())
1626 return pick->head_ ();
1627 }
1628
1629 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug");
1631}
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns)
1642 {
1643 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y;
1645
1646 int distance = idistance (dx, dy);
1647
1648 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy);
1650 }
1651}
1652

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