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Comparing deliantra/server/common/map.C (file contents):
Revision 1.58 by root, Sat Dec 30 18:45:27 2006 UTC vs.
Revision 1.158 by root, Tue Feb 17 03:53:31 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) it's 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 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
357 }
358
479 continue; 359 continue;
480 }
481 360
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: 361 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 362 return true;
495 op->head = prev, last_more->more = op, last_more = op; 363
364 default:
365 if (!f.parse_error ("map file"))
366 return false;
496 break; 367 break;
497 } 368 }
498 369
499 op = object::create (); 370 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 } 371 }
520#endif
521 372
522 return true; 373 return true;
523} 374}
524 375
525void 376void
526maptile::activate () 377maptile::activate ()
527{ 378{
528 if (!spaces) 379 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 382 op->activate_recursive ();
534} 383}
535 384
536void 385void
537maptile::deactivate () 386maptile::deactivate ()
538{ 387{
539 if (!spaces) 388 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 389 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 390 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 391 op->deactivate_recursive ();
545} 392}
546 393
547bool 394bool
548maptile::save_objects (object_freezer &freezer, int flags) 395maptile::_save_objects (object_freezer &f, int flags)
549{ 396{
397 coroapi::cede_to_tick ();
398
550 if (flags & IO_HEADER) 399 if (flags & IO_HEADER)
551 save_header (freezer); 400 _save_header (f);
552 401
553 if (!spaces) 402 if (!spaces)
554 return false; 403 return false;
555 404
556 for (int i = 0; i < size (); ++i) 405 for (int i = 0; i < size (); ++i)
557 { 406 {
558 int unique = 0; 407 bool unique = 0;
408
559 for (object *op = spaces [i].bot; op; op = op->above) 409 for (object *op = spaces [i].bot; op; op = op->above)
560 { 410 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 411 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 412
564 if (!op->can_map_save ()) 413 if (expect_false (!op->can_map_save ()))
565 continue; 414 continue;
566 415
567 if (unique || op->flag [FLAG_UNIQUE]) 416 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 417 {
569 if (flags & IO_UNIQUES) 418 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 419 op->write (f);
571 } 420 }
572 else if (flags & IO_OBJECTS) 421 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 422 op->write (f);
574 } 423 }
575 } 424 }
576 425
426 coroapi::cede_to_tick ();
427
577 return true; 428 return true;
578} 429}
579 430
580bool 431bool
581maptile::load_objects (const char *path, bool skip_header) 432maptile::_save_objects (const char *path, int flags)
582{ 433{
583 object_thawer thawer (path); 434 object_freezer freezer;
584 435
585 if (!thawer) 436 if (!_save_objects (freezer, flags))
586 return false; 437 return false;
587 438
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); 439 return freezer.save (path);
611} 440}
612 441
613maptile::maptile () 442maptile::maptile ()
614{ 443{
615 in_memory = MAP_SWAPPED; 444 in_memory = MAP_SWAPPED;
616 445
617 /* The maps used to pick up default x and y values from the 446 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 447 * map archetype. Mimic that behaviour.
619 */ 448 */
620 width = 16; 449 width = 16;
621 height = 16; 450 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 451 timeout = 300;
624 enter_x = 0; 452 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 453 max_volume = 2000000; // 2m³
626} 454}
627 455
628maptile::maptile (int w, int h) 456maptile::maptile (int w, int h)
629{ 457{
630 in_memory = MAP_SWAPPED; 458 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 604 * 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. 605 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 606 * MSW 2001-07-01
779 */ 607 */
780bool 608bool
781maptile::load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
782{ 610{
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 (;;) 611 for (;;)
788 { 612 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 613 switch (thawer.kw)
792 { 614 {
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: 615 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
802 break; 617 break;
803 618
804 case KW_lore: // CF+ extension 619 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
837 652
838 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
840 657
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 660
844 // old names new names 661 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 662 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; 663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
860 default: 685 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 686 if (!thawer.parse_error ("map", 0))
687 return false;
862 break; 688 break;
863 } 689 }
690
691 thawer.next ();
864 } 692 }
865 693
866 abort (); 694 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} 695}
879 696
880/****************************************************************************** 697/******************************************************************************
881 * This is the start of unique map handling code 698 * This is the start of unique map handling code
882 *****************************************************************************/ 699 *****************************************************************************/
893 object *above = op->above; 710 object *above = op->above;
894 711
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 713 unique = 1;
897 714
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 716 op->destroy ();
902 }
903 717
904 op = above; 718 op = above;
905 } 719 }
906 } 720 }
907} 721}
908 722
909bool 723bool
910maptile::save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
911{ 725{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 728
915 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
923 739
924 if (region) MAP_OUT2 (region, region->name); 740 if (default_region) MAP_OUT2 (region, default_region->name);
925 741
926 if (shopitems) 742 if (shopitems)
927 { 743 {
928 char shop[MAX_BUF]; 744 char shop[MAX_BUF];
929 print_shop_string (this, shop); 745 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 773 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]); 774 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]); 775 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]); 776 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 777
962 MAP_OUT2 (end, 0); 778 freezer.put (this);
779 freezer.put (KW_end);
963 780
964 return true; 781 return true;
965} 782}
966 783
967bool 784bool
968maptile::save_header (const char *path) 785maptile::_save_header (const char *path)
969{ 786{
970 object_freezer freezer; 787 object_freezer freezer;
971 788
972 if (!save_header (freezer)) 789 if (!_save_header (freezer))
973 return false; 790 return false;
974 791
975 return freezer.save (path); 792 return freezer.save (path);
976} 793}
977 794
979 * Remove and free all objects in the given map. 796 * Remove and free all objects in the given map.
980 */ 797 */
981void 798void
982maptile::clear () 799maptile::clear ()
983{ 800{
984 if (!spaces) 801 if (spaces)
985 return; 802 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 803 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 804 while (object *op = ms->bot)
989 { 805 {
806 // manually remove, as to not trigger anything
807 if (ms->bot = op->above)
808 ms->bot->below = 0;
809
810 op->flag [FLAG_REMOVED] = true;
811
812 object *head = op->head_ ();
990 if (op->head) 813 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 814 op->destroy ();
815 else if (head->map != op->map)
816 {
817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
818 head->destroy ();
819 }
820 }
821
822 sfree0 (spaces, size ());
995 } 823 }
996
997 sfree (spaces, size ()), spaces = 0;
998 824
999 if (buttons) 825 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 826 free_objectlinkpt (buttons), buttons = 0;
827
828 sfree0 (regions, size ());
829 delete [] regionmap; regionmap = 0;
1001} 830}
1002 831
1003void 832void
1004maptile::clear_header () 833maptile::clear_header ()
1005{ 834{
1037 attachable::do_destroy (); 866 attachable::do_destroy ();
1038 867
1039 clear (); 868 clear ();
1040} 869}
1041 870
1042/* 871/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them).
1044 */
1045void 872void
1046maptile::update_buttons () 873maptile::do_decay_objects ()
1047{ 874{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
1050 { 880 {
1051 if (!ol->ob) 881 above = op->above;
882
883 bool destroy = 0;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887 break;
888
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
1052 { 897 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 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); 899 if (op->stats.dam < 0)
1055 continue; 900 destroy = 1;
1056 } 901 }
1057 902 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 903 {
1060 update_button (ol->ob); 904 op->stats.ac--;
1061 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
1062 } 907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32))
929 destroy = 1;
930 }
931
932 /* adjust overall chance below */
933 if (destroy && rndm (0, 1))
934 op->destroy ();
1063 } 935 }
1064} 936}
1065 937
1066/* 938/*
1067 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
1070 * 942 *
1071 * Difficulty can now be set by the map creature. If the value stored 943 * 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 944 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
1075 */ 947 */
1076int 948int
1077maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
1078{ 950{
1079 long monster_cnt = 0; 951 long monster_cnt = 0;
1091 963
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 965 {
1094 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
1095 967
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 968 if (archetype *at = op->other_arch)
969 {
1097 total_exp += at->clone.stats.exp * 8; 970 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 971 monster_cnt++;
972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
1100 } 979 }
1101 } 980 }
1102 981
1103 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
1104 983
1117 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1118 */ 997 */
1119int 998int
1120maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1121{ 1000{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 1001 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1126 return 0; 1003 return 0;
1127 1004
1128 /* inform all players on the map */ 1005 /* inform all players on the map */
1129 if (change > 0) 1006 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 1008 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 1010
1134 /* Do extra checking. since darkness is a unsigned value, 1011 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 1012
1146 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1148 return 1; 1016 return 1;
1149} 1017}
1150 1018
1151/* 1019/*
1152 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1155 * through, etc) 1023 * through, etc)
1156 */ 1024 */
1157void 1025void
1158mapspace::update_ () 1026mapspace::update_ ()
1159{ 1027{
1160 object *tmp, *last = 0; 1028 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1162 New_Face *top, *floor, *middle; 1030 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; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1032
1166 middle = blank_face; 1033 //object *middle = 0;
1167 top = blank_face; 1034 //object *top = 0;
1168 floor = blank_face; 1035 //object *floor = 0;
1036 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0;
1169 1040
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1042 {
1176 /* This could be made additive I guess (two lights better than 1043 // 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; 1044 light += tmp->glow_radius;
1183 1045
1184 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1052 * Always put the player down for drawing.
1191 */ 1053 */
1192 if (!tmp->invisible) 1054 if (!tmp->invisible)
1193 { 1055 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1057 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1059 {
1201 /* If we got a floor, that means middle and top were below it, 1060 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1061 * so should not be visible, so we clear them.
1203 */ 1062 */
1204 middle = blank_face; 1063 middle = 0;
1205 top = blank_face; 1064 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1065 floor = tmp;
1208 } 1066 }
1209 /* Flag anywhere have high priority */ 1067 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1069 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1070 middle = tmp;
1215 anywhere = 1; 1071 anywhere = 1;
1216 } 1072 }
1073
1217 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1219 * top 1076 * top
1220 */ 1077 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1079 middle = tmp;
1225 }
1226 } 1080 }
1227 1081
1228 if (tmp == tmp->above) 1082 if (tmp == tmp->above)
1229 { 1083 {
1230 LOG (llevError, "Error in structure of map\n"); 1084 LOG (llevError, "Error in structure of map\n");
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1100 }
1247 1101
1248 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1103 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1105 this->move_on = move_on;
1252 this->move_off = move_off; 1106 this->move_off = move_off;
1253 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1265 * middle face. This should not happen, as we already have the 1119 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1120 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1121 * may be possible for the faces to match but be different objects.
1268 */ 1122 */
1269 if (top == middle) 1123 if (top == middle)
1270 middle = blank_face; 1124 middle = 0;
1271 1125
1272 /* There are three posibilities at this point: 1126 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1276 */ 1130 */
1277 1131
1278 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1133 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1136 break;
1283 1137
1284 /* If two top faces are already set, quit processing */ 1138 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1139 if (top && middle)
1286 break; 1140 break;
1287 1141
1288 /* Only show visible faces, unless its the editor - show all */ 1142 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1143 if (!tmp->invisible)
1290 { 1144 {
1291 /* Fill in top if needed */ 1145 /* Fill in top if needed */
1292 if (top == blank_face) 1146 if (!top)
1293 { 1147 {
1294 top = tmp->face;
1295 top_obj = tmp; 1148 top = tmp;
1296 if (top == middle) 1149 if (top == middle)
1297 middle = blank_face; 1150 middle = 0;
1298 } 1151 }
1299 else 1152 else
1300 { 1153 {
1301 /* top is already set - we should only get here if 1154 /* top is already set - we should only get here if
1302 * middle is not set 1155 * middle is not set
1303 * 1156 *
1304 * Set the middle face and break out, since there is nothing 1157 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1158 * more to fill in. We don't check visiblity here, since
1306 * 1159 *
1307 */ 1160 */
1308 if (tmp->face != top) 1161 if (tmp != top)
1309 { 1162 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1163 middle = tmp;
1312 break; 1164 break;
1313 } 1165 }
1314 } 1166 }
1315 } 1167 }
1316 } 1168 }
1317 1169
1318 if (middle == floor) 1170 if (middle == floor)
1319 middle = blank_face; 1171 middle = 0;
1320 1172
1321 if (top == middle) 1173 if (top == middle)
1322 middle = blank_face; 1174 middle = 0;
1323 1175
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1176#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1177 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1178 faces_obj [1] = middle;
1179 faces_obj [2] = floor;
1180#endif
1327} 1181}
1328 1182
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1183uint64
1330 * the map. It also takes care of linking back the freshly loaded 1184mapspace::volume () const
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{ 1185{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1186 uint64 vol = 0;
1339 mp->load ();
1340 1187
1341 int dest_tile = (tile_num + 2) % 4; 1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1342 1190
1343 orig_map->tile_map[tile_num] = mp; 1191 return vol;
1192}
1344 1193
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1194maptile *
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1195maptile::tile_available (int dir, bool load)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1196{
1197 if (tile_path[dir])
1198 {
1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200 return tile_map[dir];
1348 1201
1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir];
1204 }
1205
1349 return mp; 1206 return 0;
1350} 1207}
1351 1208
1352/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1210 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1211 * tiling considerations, loading adjacant maps as needed.
1367 if (!m) 1224 if (!m)
1368 return 0; 1225 return 0;
1369 1226
1370 if (x < 0) 1227 if (x < 0)
1371 { 1228 {
1372 if (!m->tile_path[3]) 1229 if (!m->tile_available (3))
1373 return 1; 1230 return 1;
1374 1231
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1232 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 } 1233 }
1380 1234
1381 if (x >= m->width) 1235 if (x >= m->width)
1382 { 1236 {
1383 if (!m->tile_path[1]) 1237 if (!m->tile_available (1))
1384 return 1; 1238 return 1;
1385 1239
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 return out_of_map (m->tile_map[1], x - m->width, y); 1240 return out_of_map (m->tile_map[1], x - m->width, y);
1390 } 1241 }
1391 1242
1392 if (y < 0) 1243 if (y < 0)
1393 { 1244 {
1394 if (!m->tile_path[0]) 1245 if (!m->tile_available (0))
1395 return 1; 1246 return 1;
1396 1247
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1248 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 } 1249 }
1402 1250
1403 if (y >= m->height) 1251 if (y >= m->height)
1404 { 1252 {
1405 if (!m->tile_path[2]) 1253 if (!m->tile_available (2))
1406 return 1; 1254 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410 1255
1411 return out_of_map (m->tile_map[2], x, y - m->height); 1256 return out_of_map (m->tile_map[2], x, y - m->height);
1412 } 1257 }
1413 1258
1414 /* Simple case - coordinates are within this local 1259 /* Simple case - coordinates are within this local
1419 1264
1420/* This is basically the same as out_of_map above, but 1265/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1266 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1267 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1268 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1269 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1270 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1271 * and then figuring out what the real map is
1427 */ 1272 */
1428maptile * 1273maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1274maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1275{
1431 if (*x < 0) 1276 if (x < 0)
1432 { 1277 {
1433 if (!m->tile_path[3]) 1278 if (!tile_available (3))
1434 return 0; 1279 return 0;
1435 1280
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1281 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1282 return tile_map[3]->xy_find (x, y);
1441 } 1283 }
1442 1284
1443 if (*x >= m->width) 1285 if (x >= width)
1444 { 1286 {
1445 if (!m->tile_path[1]) 1287 if (!tile_available (1))
1446 return 0; 1288 return 0;
1447 1289
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1290 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1291 return tile_map[1]->xy_find (x, y);
1453 } 1292 }
1454 1293
1455 if (*y < 0) 1294 if (y < 0)
1456 { 1295 {
1457 if (!m->tile_path[0]) 1296 if (!tile_available (0))
1458 return 0; 1297 return 0;
1459 1298
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1299 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1300 return tile_map[0]->xy_find (x, y);
1465 } 1301 }
1466 1302
1467 if (*y >= m->height) 1303 if (y >= height)
1468 { 1304 {
1469 if (!m->tile_path[2]) 1305 if (!tile_available (2))
1470 return 0; 1306 return 0;
1471 1307
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1308 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1309 return tile_map[2]->xy_find (x, y);
1477 } 1310 }
1478 1311
1479 /* Simple case - coordinates are within this local 1312 /* Simple case - coordinates are within this local
1480 * map. 1313 * map.
1481 */ 1314 */
1482 return m; 1315 return this;
1483} 1316}
1484 1317
1485/** 1318/**
1486 * Return whether map2 is adjacent to map1. If so, store the distance from 1319 * Return whether map2 is adjacent to map1. If so, store the distance from
1487 * map1 to map2 in dx/dy. 1320 * map1 to map2 in dx/dy.
1488 */ 1321 */
1489static int 1322int
1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{ 1324{
1492 if (!map1 || !map2) 1325 if (!map1 || !map2)
1493 return 0; 1326 return 0;
1494 1327
1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1329 //fix: compare paths instead (this is likely faster, too!)
1495 if (map1 == map2) 1330 if (map1 == map2)
1496 { 1331 {
1497 *dx = 0; 1332 *dx = 0;
1498 *dy = 0; 1333 *dy = 0;
1499 } 1334 }
1559 } 1394 }
1560 else 1395 else
1561 return 0; 1396 return 0;
1562 1397
1563 return 1; 1398 return 1;
1399}
1400
1401maptile *
1402maptile::xy_load (sint16 &x, sint16 &y)
1403{
1404 maptile *map = xy_find (x, y);
1405
1406 if (map)
1407 map->load_sync ();
1408
1409 return map;
1410}
1411
1412maptile *
1413get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1414{
1415 return m->xy_load (*x, *y);
1564} 1416}
1565 1417
1566/* From map.c 1418/* From map.c
1567 * This is used by get_player to determine where the other 1419 * This is used by get_player to determine where the other
1568 * creature is. get_rangevector takes into account map tiling, 1420 * creature is. get_rangevector takes into account map tiling,
1569 * so you just can not look the the map coordinates and get the 1421 * so you just can not look the the map coordinates and get the
1570 * righte value. distance_x/y are distance away, which 1422 * righte value. distance_x/y are distance away, which
1571 * can be negativbe. direction is the crossfire direction scheme 1423 * can be negative. direction is the crossfire direction scheme
1572 * that the creature should head. part is the part of the 1424 * that the creature should head. part is the part of the
1573 * monster that is closest. 1425 * monster that is closest.
1574 * 1426 *
1575 * get_rangevector looks at op1 and op2, and fills in the 1427 * get_rangevector looks at op1 and op2, and fills in the
1576 * structure for op1 to get to op2. 1428 * structure for op1 to get to op2.
1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1439get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1588{ 1440{
1589 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1441 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1590 { 1442 {
1591 /* be conservative and fill in _some_ data */ 1443 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1444 retval->distance = 10000;
1593 retval->distance_x = 32767; 1445 retval->distance_x = 10000;
1594 retval->distance_y = 32767; 1446 retval->distance_y = 10000;
1595 retval->direction = 0; 1447 retval->direction = 0;
1596 retval->part = 0; 1448 retval->part = 0;
1597 } 1449 }
1598 else 1450 else
1599 { 1451 {
1604 1456
1605 best = op1; 1457 best = op1;
1606 /* If this is multipart, find the closest part now */ 1458 /* If this is multipart, find the closest part now */
1607 if (!(flags & 0x1) && op1->more) 1459 if (!(flags & 0x1) && op1->more)
1608 { 1460 {
1609 object *tmp;
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1461 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611 1462
1612 /* we just take the offset of the piece to head to figure 1463 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1464 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1465 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1466 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1467 * below works.
1617 */ 1468 */
1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1470 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1471 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622 if (tmpi < best_distance) 1473 if (tmpi < best_distance)
1623 { 1474 {
1624 best_distance = tmpi; 1475 best_distance = tmpi;
1625 best = tmp; 1476 best = tmp;
1626 } 1477 }
1627 } 1478 }
1479
1628 if (best != op1) 1480 if (best != op1)
1629 { 1481 {
1630 retval->distance_x += op1->x - best->x; 1482 retval->distance_x += op1->x - best->x;
1631 retval->distance_y += op1->y - best->y; 1483 retval->distance_y += op1->y - best->y;
1632 } 1484 }
1633 } 1485 }
1486
1634 retval->part = best; 1487 retval->part = best;
1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1488 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1637 } 1490 }
1638} 1491}
1639 1492
1640/* this is basically the same as get_rangevector above, but instead of 1493/* this is basically the same as get_rangevector above, but instead of
1645 * flags has no meaning for this function at this time - I kept it in to 1498 * flags has no meaning for this function at this time - I kept it in to
1646 * be more consistant with the above function and also in case they are needed 1499 * be more consistant with the above function and also in case they are needed
1647 * for something in the future. Also, since no object is pasted, the best 1500 * for something in the future. Also, since no object is pasted, the best
1648 * field of the rv_vector is set to NULL. 1501 * field of the rv_vector is set to NULL.
1649 */ 1502 */
1650
1651void 1503void
1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1504get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1653{ 1505{
1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1506 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 { 1507 {
1656 /* be conservative and fill in _some_ data */ 1508 /* be conservative and fill in _some_ data */
1657 retval->distance = 100000; 1509 retval->distance = 100000;
1664 { 1516 {
1665 retval->distance_x += op2->x - x; 1517 retval->distance_x += op2->x - x;
1666 retval->distance_y += op2->y - y; 1518 retval->distance_y += op2->y - y;
1667 1519
1668 retval->part = NULL; 1520 retval->part = NULL;
1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1521 retval->distance = idistance (retval->distance_x, retval->distance_y);
1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1671 } 1523 }
1672} 1524}
1673 1525
1674/* Returns true of op1 and op2 are effectively on the same map 1526/* Returns true of op1 and op2 are effectively on the same map
1688} 1540}
1689 1541
1690object * 1542object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{ 1544{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697} 1546}
1698 1547
1548region *
1549maptile::region (int x, int y) const
1550{
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561}
1562
1563/* picks a random object from a style map.
1564 */
1565object *
1566maptile::pick_random_object (rand_gen &gen) const
1567{
1568 /* while returning a null object will result in a crash, that
1569 * is actually preferable to an infinite loop. That is because
1570 * most servers will automatically restart in case of crash.
1571 * Change the logic on getting the random space - shouldn't make
1572 * any difference, but this seems clearer to me.
1573 */
1574 for (int i = 1000; --i;)
1575 {
1576 object *pick = at (gen (width), gen (height)).bot;
1577
1578 // do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ())
1580 return pick->head_ ();
1581 }
1582
1583 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug");
1585}
1586
1587void
1588maptile::play_sound (faceidx sound, int x, int y) const
1589{
1590 if (!sound)
1591 return;
1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1609 for_all_players (pl)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->ob->x;
1613 int dy = y - pl->ob->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 }
1620}
1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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