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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 1.157 by root, Thu Jan 8 19:23:44 2009 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 29
32/* 30sint8 maptile::outdoor_darkness;
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 31
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
241 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
242 */ 107 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 109 return 0;
245 110
246 if (ob->head != NULL)
247 ob = ob->head; 111 ob = ob->head_ ();
248 112
249 /* We basically go through the stack of objects, and if there is 113 /* 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 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
282 else 146 else
283 { 147 {
284 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
286 * movement, can't move here. 150 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
288 * hidden dm 152 * hidden dm
289 */ 153 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 155 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 162 return 1;
295 } 163 }
296 164
297 } 165 }
298 return 0; 166 return 0;
299} 167}
300 168
301
302/* 169/*
303 * Returns true if the given object can't fit in the given spot. 170 * 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, 171 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
308 * 175 *
309 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
310 * 177 *
311 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
323 * 190 *
324 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
326 * against the move_block values. 193 * against the move_block values.
327 */ 194 */
328int 195bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
330{ 197{
331 archetype *tmp; 198 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 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
345 201
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
347 { 203 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 204
350 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 206
352 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 208 return 1;
354 209
355 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
356 211 * (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. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 213 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 215 continue;
364 216
365 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
367 */ 219 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
369 return P_NO_PASS; 221 return 1;
370 } 222 }
371 223
372 return 0; 224 return 0;
373} 225}
374 226
392 244
393 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
394 tmp = next; 246 tmp = next;
395 } 247 }
396 248
397 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
398 * carrying. 250 //TODO: remove
399 */ 251 container->update_weight ();
400 sum_weight (container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
401} 276}
402 277
403/* link_multipart_objects go through all the objects on the map looking 278/* 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 279 * 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 280 * 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 281 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 282 */
409void 283void
410maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
411{ 285{
412 if (!spaces) 286 if (!spaces)
413 return; 287 return;
414 288
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
417 { 293 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 295 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 { 296 {
432 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
433 299
434 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 302 // 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); 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
449 } 307 }
308 else
309 op = op->above;
450 } 310 }
451
452 tmp = above;
453 } 311 }
454} 312}
455 313
456/* 314/*
457 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 316 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 317 */
461bool 318bool
462maptile::load_objects (object_thawer &thawer) 319maptile::_load_objects (object_thawer &f)
463{ 320{
464 int unique; 321 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 { 322 {
472 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 324
474 * or editor will not be able to do anything with it either. 325 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 326 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
479 continue; 362 continue;
480 }
481 363
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: 364 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 365 return true;
495 op->head = prev, last_more->more = op, last_more = op; 366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
496 break; 370 break;
497 } 371 }
498 372
499 op = object::create (); 373 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 } 374 }
520#endif
521 375
522 return true; 376 return true;
523} 377}
524 378
525void 379void
526maptile::activate () 380maptile::activate ()
527{ 381{
528 if (!spaces) 382 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 385 op->activate_recursive ();
534} 386}
535 387
536void 388void
537maptile::deactivate () 389maptile::deactivate ()
538{ 390{
539 if (!spaces) 391 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 394 op->deactivate_recursive ();
545} 395}
546 396
547bool 397bool
548maptile::save_objects (object_freezer &freezer, int flags) 398maptile::_save_objects (object_freezer &f, int flags)
549{ 399{
400 coroapi::cede_to_tick ();
401
550 if (flags & IO_HEADER) 402 if (flags & IO_HEADER)
551 save_header (freezer); 403 _save_header (f);
552 404
553 if (!spaces) 405 if (!spaces)
554 return false; 406 return false;
555 407
556 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
557 { 409 {
558 int unique = 0; 410 bool unique = 0;
411
559 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
560 { 413 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 415
564 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
565 continue; 417 continue;
566 418
567 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 420 {
569 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 422 op->write (f);
571 } 423 }
572 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 425 op->write (f);
574 } 426 }
575 } 427 }
576 428
429 coroapi::cede_to_tick ();
430
577 return true; 431 return true;
578} 432}
579 433
580bool 434bool
581maptile::load_objects (const char *path, bool skip_header) 435maptile::_save_objects (const char *path, int flags)
582{ 436{
583 object_thawer thawer (path); 437 object_freezer freezer;
584 438
585 if (!thawer) 439 if (!_save_objects (freezer, flags))
586 return false; 440 return false;
587 441
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); 442 return freezer.save (path);
611} 443}
612 444
613maptile::maptile () 445maptile::maptile ()
614{ 446{
615 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
616 448
617 /* The maps used to pick up default x and y values from the 449 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
619 */ 451 */
620 width = 16; 452 width = 16;
621 height = 16; 453 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 454 timeout = 300;
624 enter_x = 0; 455 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 456 max_volume = 2000000; // 2m³
626} 457}
627 458
628maptile::maptile (int w, int h) 459maptile::maptile (int w, int h)
629{ 460{
630 in_memory = MAP_SWAPPED; 461 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 607 * 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. 608 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 609 * MSW 2001-07-01
779 */ 610 */
780bool 611bool
781maptile::load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
782{ 613{
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 (;;) 614 for (;;)
788 { 615 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 616 switch (thawer.kw)
792 { 617 {
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: 618 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
802 break; 620 break;
803 621
804 case KW_lore: // CF+ extension 622 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
837 655
838 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
840 660
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 663
844 // old names new names 664 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 665 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; 666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
860 default: 688 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 689 if (!thawer.parse_error ("map", 0))
690 return false;
862 break; 691 break;
863 } 692 }
693
694 thawer.next ();
864 } 695 }
865 696
866 abort (); 697 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} 698}
879 699
880/****************************************************************************** 700/******************************************************************************
881 * This is the start of unique map handling code 701 * This is the start of unique map handling code
882 *****************************************************************************/ 702 *****************************************************************************/
893 object *above = op->above; 713 object *above = op->above;
894 714
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 716 unique = 1;
897 717
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 719 op->destroy ();
902 }
903 720
904 op = above; 721 op = above;
905 } 722 }
906 } 723 }
907} 724}
908 725
909bool 726bool
910maptile::save_header (object_freezer &freezer) 727maptile::_save_header (object_freezer &freezer)
911{ 728{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 731
915 MAP_OUT2 (arch, "map"); 732 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
923 742
924 if (region) MAP_OUT2 (region, region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
925 744
926 if (shopitems) 745 if (shopitems)
927 { 746 {
928 char shop[MAX_BUF]; 747 char shop[MAX_BUF];
929 print_shop_string (this, shop); 748 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 776 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]); 777 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]); 778 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]); 779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 780
962 MAP_OUT2 (end, 0); 781 freezer.put (this);
782 freezer.put (KW_end);
963 783
964 return true; 784 return true;
965} 785}
966 786
967bool 787bool
968maptile::save_header (const char *path) 788maptile::_save_header (const char *path)
969{ 789{
970 object_freezer freezer; 790 object_freezer freezer;
971 791
972 if (!save_header (freezer)) 792 if (!_save_header (freezer))
973 return false; 793 return false;
974 794
975 return freezer.save (path); 795 return freezer.save (path);
976} 796}
977 797
979 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
980 */ 800 */
981void 801void
982maptile::clear () 802maptile::clear ()
983{ 803{
984 if (!spaces) 804 if (spaces)
985 return; 805 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 807 while (object *op = ms->bot)
989 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
990 if (op->head) 816 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
823 }
824
825 sfree0 (spaces, size ());
995 } 826 }
996
997 sfree (spaces, size ()), spaces = 0;
998 827
999 if (buttons) 828 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
1001} 833}
1002 834
1003void 835void
1004maptile::clear_header () 836maptile::clear_header ()
1005{ 837{
1037 attachable::do_destroy (); 869 attachable::do_destroy ();
1038 870
1039 clear (); 871 clear ();
1040} 872}
1041 873
1042/* 874/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them).
1044 */
1045void 875void
1046maptile::update_buttons () 876maptile::do_decay_objects ()
1047{ 877{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1050 { 883 {
1051 if (!ol->ob) 884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
1052 { 900 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
1055 continue; 903 destroy = 1;
1056 } 904 }
1057 905 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 906 {
1060 update_button (ol->ob); 907 op->stats.ac--;
1061 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
1062 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1063 } 938 }
1064} 939}
1065 940
1066/* 941/*
1067 * 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.
1068 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1069 * 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.
1070 * 945 *
1071 * 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
1072 * 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
1073 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1075 */ 950 */
1076int 951int
1077maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1078{ 953{
1079 long monster_cnt = 0; 954 long monster_cnt = 0;
1091 966
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 968 {
1094 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1095 970
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1097 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1098
1099 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 }
1100 } 982 }
1101 } 983 }
1102 984
1103 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1104 986
1117 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1118 */ 1000 */
1119int 1001int
1120maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1121{ 1003{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 1004 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1126 return 0; 1006 return 0;
1127 1007
1128 /* inform all players on the map */ 1008 /* inform all players on the map */
1129 if (change > 0) 1009 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 1011 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 1013
1134 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1135 * we need to be extra careful about negative values.
1136 * In general, the checks below are only needed if change
1137 * is not +/-1
1138 */
1139 if (new_level < 0)
1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1144 darkness = new_level;
1145 1015
1146 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1148 return 1; 1019 return 1;
1149} 1020}
1150 1021
1151/* 1022/*
1152 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1155 * through, etc) 1026 * through, etc)
1156 */ 1027 */
1157void 1028void
1158mapspace::update_ () 1029mapspace::update_ ()
1159{ 1030{
1160 object *tmp, *last = 0; 1031 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1162 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
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; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1035
1166 middle = blank_face; 1036 //object *middle = 0;
1167 top = blank_face; 1037 //object *top = 0;
1168 floor = blank_face; 1038 //object *floor = 0;
1039 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0;
1169 1043
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1045 {
1176 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1177 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed.
1180 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1183 1048
1184 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1191 */ 1056 */
1192 if (!tmp->invisible) 1057 if (!tmp->invisible)
1193 { 1058 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1060 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1062 {
1201 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1203 */ 1065 */
1204 middle = blank_face; 1066 middle = 0;
1205 top = blank_face; 1067 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1068 floor = tmp;
1208 } 1069 }
1209 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1072 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1073 middle = tmp;
1215 anywhere = 1; 1074 anywhere = 1;
1216 } 1075 }
1076
1217 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1219 * top 1079 * top
1220 */ 1080 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1082 middle = tmp;
1225 }
1226 } 1083 }
1227 1084
1228 if (tmp == tmp->above) 1085 if (tmp == tmp->above)
1229 { 1086 {
1230 LOG (llevError, "Error in structure of map\n"); 1087 LOG (llevError, "Error in structure of map\n");
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1103 }
1247 1104
1248 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1106 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1108 this->move_on = move_on;
1252 this->move_off = move_off; 1109 this->move_off = move_off;
1253 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1265 * middle face. This should not happen, as we already have the 1122 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1123 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1124 * may be possible for the faces to match but be different objects.
1268 */ 1125 */
1269 if (top == middle) 1126 if (top == middle)
1270 middle = blank_face; 1127 middle = 0;
1271 1128
1272 /* There are three posibilities at this point: 1129 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1276 */ 1133 */
1277 1134
1278 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1136 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1139 break;
1283 1140
1284 /* If two top faces are already set, quit processing */ 1141 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1142 if (top && middle)
1286 break; 1143 break;
1287 1144
1288 /* Only show visible faces, unless its the editor - show all */ 1145 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1146 if (!tmp->invisible)
1290 { 1147 {
1291 /* Fill in top if needed */ 1148 /* Fill in top if needed */
1292 if (top == blank_face) 1149 if (!top)
1293 { 1150 {
1294 top = tmp->face;
1295 top_obj = tmp; 1151 top = tmp;
1296 if (top == middle) 1152 if (top == middle)
1297 middle = blank_face; 1153 middle = 0;
1298 } 1154 }
1299 else 1155 else
1300 { 1156 {
1301 /* top is already set - we should only get here if 1157 /* top is already set - we should only get here if
1302 * middle is not set 1158 * middle is not set
1303 * 1159 *
1304 * Set the middle face and break out, since there is nothing 1160 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1161 * more to fill in. We don't check visiblity here, since
1306 * 1162 *
1307 */ 1163 */
1308 if (tmp->face != top) 1164 if (tmp != top)
1309 { 1165 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1166 middle = tmp;
1312 break; 1167 break;
1313 } 1168 }
1314 } 1169 }
1315 } 1170 }
1316 } 1171 }
1317 1172
1318 if (middle == floor) 1173 if (middle == floor)
1319 middle = blank_face; 1174 middle = 0;
1320 1175
1321 if (top == middle) 1176 if (top == middle)
1322 middle = blank_face; 1177 middle = 0;
1323 1178
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1179#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1180 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1181 faces_obj [1] = middle;
1182 faces_obj [2] = floor;
1183#endif
1327} 1184}
1328 1185
1329void 1186uint64
1330set_map_reset_time (maptile *map) 1187mapspace::volume () const
1331{ 1188{
1332 int timeout = map->reset_timeout; 1189 uint64 vol = 0;
1333 1190
1334 if (timeout <= 0) 1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1335 timeout = MAP_DEFAULTRESET; 1192 vol += op->volume ();
1336 if (timeout >= MAP_MAXRESET)
1337 timeout = MAP_MAXRESET;
1338 1193
1339 map->reset_time = time (0) + timeout; 1194 return vol;
1340} 1195}
1341 1196
1342/* this updates the orig_map->tile_map[tile_num] value after loading 1197maptile *
1343 * the map. It also takes care of linking back the freshly loaded 1198maptile::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{ 1199{
1351 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1200 if (tile_path[dir])
1352 mp->load (); 1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1353 1204
1354 int dest_tile = (tile_num + 2) % 4; 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1355 1208
1356 orig_map->tile_map[tile_num] = mp;
1357
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; 1209 return 0;
1363} 1210}
1364 1211
1365/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1366 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1367 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1380 if (!m) 1227 if (!m)
1381 return 0; 1228 return 0;
1382 1229
1383 if (x < 0) 1230 if (x < 0)
1384 { 1231 {
1385 if (!m->tile_path[3]) 1232 if (!m->tile_available (3))
1386 return 1; 1233 return 1;
1387 1234
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); 1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1392 } 1236 }
1393 1237
1394 if (x >= m->width) 1238 if (x >= m->width)
1395 { 1239 {
1396 if (!m->tile_path[1]) 1240 if (!m->tile_available (1))
1397 return 1; 1241 return 1;
1398 1242
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); 1243 return out_of_map (m->tile_map[1], x - m->width, y);
1403 } 1244 }
1404 1245
1405 if (y < 0) 1246 if (y < 0)
1406 { 1247 {
1407 if (!m->tile_path[0]) 1248 if (!m->tile_available (0))
1408 return 1; 1249 return 1;
1409 1250
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); 1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1414 } 1252 }
1415 1253
1416 if (y >= m->height) 1254 if (y >= m->height)
1417 { 1255 {
1418 if (!m->tile_path[2]) 1256 if (!m->tile_available (2))
1419 return 1; 1257 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 1258
1424 return out_of_map (m->tile_map[2], x, y - m->height); 1259 return out_of_map (m->tile_map[2], x, y - m->height);
1425 } 1260 }
1426 1261
1427 /* Simple case - coordinates are within this local 1262 /* Simple case - coordinates are within this local
1432 1267
1433/* This is basically the same as out_of_map above, but 1268/* This is basically the same as out_of_map above, but
1434 * instead we return NULL if no map is valid (coordinates 1269 * instead we return NULL if no map is valid (coordinates
1435 * out of bounds and no tiled map), otherwise it returns 1270 * out of bounds and no tiled map), otherwise it returns
1436 * the map as that the coordinates are really on, and 1271 * the map as that the coordinates are really on, and
1437 * updates x and y to be the localized coordinates. 1272 * updates x and y to be the localised coordinates.
1438 * Using this is more efficient of calling out_of_map 1273 * Using this is more efficient of calling out_of_map
1439 * and then figuring out what the real map is 1274 * and then figuring out what the real map is
1440 */ 1275 */
1441maptile * 1276maptile *
1442get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1277maptile::xy_find (sint16 &x, sint16 &y)
1443{ 1278{
1444 if (*x < 0) 1279 if (x < 0)
1445 { 1280 {
1446 if (!m->tile_path[3]) 1281 if (!tile_available (3))
1447 return 0; 1282 return 0;
1448 1283
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; 1284 x += tile_map[3]->width;
1453 return (get_map_from_coord (m->tile_map[3], x, y)); 1285 return tile_map[3]->xy_find (x, y);
1454 } 1286 }
1455 1287
1456 if (*x >= m->width) 1288 if (x >= width)
1457 { 1289 {
1458 if (!m->tile_path[1]) 1290 if (!tile_available (1))
1459 return 0; 1291 return 0;
1460 1292
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; 1293 x -= width;
1465 return (get_map_from_coord (m->tile_map[1], x, y)); 1294 return tile_map[1]->xy_find (x, y);
1466 } 1295 }
1467 1296
1468 if (*y < 0) 1297 if (y < 0)
1469 { 1298 {
1470 if (!m->tile_path[0]) 1299 if (!tile_available (0))
1471 return 0; 1300 return 0;
1472 1301
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; 1302 y += tile_map[0]->height;
1477 return (get_map_from_coord (m->tile_map[0], x, y)); 1303 return tile_map[0]->xy_find (x, y);
1478 } 1304 }
1479 1305
1480 if (*y >= m->height) 1306 if (y >= height)
1481 { 1307 {
1482 if (!m->tile_path[2]) 1308 if (!tile_available (2))
1483 return 0; 1309 return 0;
1484 1310
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; 1311 y -= height;
1489 return (get_map_from_coord (m->tile_map[2], x, y)); 1312 return tile_map[2]->xy_find (x, y);
1490 } 1313 }
1491 1314
1492 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
1493 * map. 1316 * map.
1494 */ 1317 */
1495
1496 m->last_access = runtime;
1497 return m; 1318 return this;
1498} 1319}
1499 1320
1500/** 1321/**
1501 * Return whether map2 is adjacent to map1. If so, store the distance from 1322 * Return whether map2 is adjacent to map1. If so, store the distance from
1502 * map1 to map2 in dx/dy. 1323 * map1 to map2 in dx/dy.
1503 */ 1324 */
1504static int 1325int
1505adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1506{ 1327{
1507 if (!map1 || !map2) 1328 if (!map1 || !map2)
1508 return 0; 1329 return 0;
1509 1330
1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 //fix: compare paths instead (this is likely faster, too!)
1510 if (map1 == map2) 1333 if (map1 == map2)
1511 { 1334 {
1512 *dx = 0; 1335 *dx = 0;
1513 *dy = 0; 1336 *dy = 0;
1514 } 1337 }
1574 } 1397 }
1575 else 1398 else
1576 return 0; 1399 return 0;
1577 1400
1578 return 1; 1401 return 1;
1402}
1403
1404maptile *
1405maptile::xy_load (sint16 &x, sint16 &y)
1406{
1407 maptile *map = xy_find (x, y);
1408
1409 if (map)
1410 map->load_sync ();
1411
1412 return map;
1413}
1414
1415maptile *
1416get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1417{
1418 return m->xy_load (*x, *y);
1579} 1419}
1580 1420
1581/* From map.c 1421/* From map.c
1582 * This is used by get_player to determine where the other 1422 * This is used by get_player to determine where the other
1583 * creature is. get_rangevector takes into account map tiling, 1423 * creature is. get_rangevector takes into account map tiling,
1584 * so you just can not look the the map coordinates and get the 1424 * so you just can not look the the map coordinates and get the
1585 * righte value. distance_x/y are distance away, which 1425 * righte value. distance_x/y are distance away, which
1586 * can be negativbe. direction is the crossfire direction scheme 1426 * can be negative. direction is the crossfire direction scheme
1587 * that the creature should head. part is the part of the 1427 * that the creature should head. part is the part of the
1588 * monster that is closest. 1428 * monster that is closest.
1589 * 1429 *
1590 * get_rangevector looks at op1 and op2, and fills in the 1430 * get_rangevector looks at op1 and op2, and fills in the
1591 * structure for op1 to get to op2. 1431 * structure for op1 to get to op2.
1602get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1603{ 1443{
1604 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1605 { 1445 {
1606 /* be conservative and fill in _some_ data */ 1446 /* be conservative and fill in _some_ data */
1607 retval->distance = 100000; 1447 retval->distance = 10000;
1608 retval->distance_x = 32767; 1448 retval->distance_x = 10000;
1609 retval->distance_y = 32767; 1449 retval->distance_y = 10000;
1610 retval->direction = 0; 1450 retval->direction = 0;
1611 retval->part = 0; 1451 retval->part = 0;
1612 } 1452 }
1613 else 1453 else
1614 { 1454 {
1619 1459
1620 best = op1; 1460 best = op1;
1621 /* If this is multipart, find the closest part now */ 1461 /* If this is multipart, find the closest part now */
1622 if (!(flags & 0x1) && op1->more) 1462 if (!(flags & 0x1) && op1->more)
1623 { 1463 {
1624 object *tmp;
1625 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1626 1465
1627 /* we just take the offset of the piece to head to figure 1466 /* we just take the offset of the piece to head to figure
1628 * distance instead of doing all that work above again 1467 * distance instead of doing all that work above again
1629 * since the distance fields we set above are positive in the 1468 * since the distance fields we set above are positive in the
1630 * same axis as is used for multipart objects, the simply arithmetic 1469 * same axis as is used for multipart objects, the simply arithmetic
1631 * below works. 1470 * below works.
1632 */ 1471 */
1633 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1634 { 1473 {
1635 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1474 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); 1475 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1637 if (tmpi < best_distance) 1476 if (tmpi < best_distance)
1638 { 1477 {
1639 best_distance = tmpi; 1478 best_distance = tmpi;
1640 best = tmp; 1479 best = tmp;
1641 } 1480 }
1642 } 1481 }
1482
1643 if (best != op1) 1483 if (best != op1)
1644 { 1484 {
1645 retval->distance_x += op1->x - best->x; 1485 retval->distance_x += op1->x - best->x;
1646 retval->distance_y += op1->y - best->y; 1486 retval->distance_y += op1->y - best->y;
1647 } 1487 }
1648 } 1488 }
1489
1649 retval->part = best; 1490 retval->part = best;
1650 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1491 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1651 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1652 } 1493 }
1653} 1494}
1654 1495
1655/* this is basically the same as get_rangevector above, but instead of 1496/* 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 1501 * 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 1502 * 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 1503 * for something in the future. Also, since no object is pasted, the best
1663 * field of the rv_vector is set to NULL. 1504 * field of the rv_vector is set to NULL.
1664 */ 1505 */
1665
1666void 1506void
1667get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1507get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1668{ 1508{
1669 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1509 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1670 { 1510 {
1671 /* be conservative and fill in _some_ data */ 1511 /* be conservative and fill in _some_ data */
1672 retval->distance = 100000; 1512 retval->distance = 100000;
1679 { 1519 {
1680 retval->distance_x += op2->x - x; 1520 retval->distance_x += op2->x - x;
1681 retval->distance_y += op2->y - y; 1521 retval->distance_y += op2->y - y;
1682 1522
1683 retval->part = NULL; 1523 retval->part = NULL;
1684 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1524 retval->distance = idistance (retval->distance_x, retval->distance_y);
1685 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1686 } 1526 }
1687} 1527}
1688 1528
1689/* Returns true of op1 and op2 are effectively on the same map 1529/* Returns true of op1 and op2 are effectively on the same map
1703} 1543}
1704 1544
1705object * 1545object *
1706maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1707{ 1547{
1708 if (!op->flag [FLAG_REMOVED])
1709 op->remove ();
1710
1711 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1712} 1549}
1713 1550
1551region *
1552maptile::region (int x, int y) const
1553{
1554 if (regions
1555 && regionmap
1556 && !OUT_OF_REAL_MAP (this, x, y))
1557 if (struct region *reg = regionmap [regions [y * width + x]])
1558 return reg;
1559
1560 if (default_region)
1561 return default_region;
1562
1563 return ::region::default_region ();
1564}
1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find ("bug");
1588}
1589
1590void
1591maptile::play_sound (faceidx sound, int x, int y) const
1592{
1593 if (!sound)
1594 return;
1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1612 for_all_players (pl)
1613 if (client *ns = pl->ns)
1614 {
1615 int dx = x - pl->ob->x;
1616 int dy = y - pl->ob->y;
1617
1618 int distance = idistance (dx, dy);
1619
1620 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1622 }
1623}
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1690{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear ();
1693
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695
1696 // add end marker
1697 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1698 r->m = 0;
1699
1700 return (maprect *)buf.linearise ();
1701}
1702

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