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Comparing deliantra/server/common/map.C (file contents):
Revision 1.60 by root, Sun Dec 31 10:28:35 2006 UTC vs.
Revision 1.131 by root, Thu Oct 4 11:48:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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 "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[MAX_BUF];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 32
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
241 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
242 */ 108 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 110 return 0;
245 111
246 if (ob->head != NULL)
247 ob = ob->head; 112 ob = ob->head_ ();
248 113
249 /* We basically go through the stack of objects, and if there is 114 /* 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 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
282 else 147 else
283 { 148 {
284 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
286 * movement, can't move here. 151 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
288 * hidden dm 153 * hidden dm
289 */ 154 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 156 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 163 return 1;
295 } 164 }
296 165
297 } 166 }
298 return 0; 167 return 0;
299} 168}
300 169
301
302/* 170/*
303 * Returns true if the given object can't fit in the given spot. 171 * 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, 172 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
308 * 176 *
309 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
310 * 178 *
311 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
323 * 191 *
324 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
326 * against the move_block values. 194 * against the move_block values.
327 */ 195 */
328int 196bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
330{ 198{
331 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (!ob)
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 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
345 202
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 203 if (!pos.normalise ())
347 { 204 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 205
350 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 207
352 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 209 return 1;
354 210
355 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
356 212 * (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. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 214 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 216 continue;
364 217
365 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
367 */ 220 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
369 return P_NO_PASS; 222 return 1;
370 } 223 }
371 224
372 return 0; 225 return 0;
373} 226}
374 227
398 * carrying. 251 * carrying.
399 */ 252 */
400 sum_weight (container); 253 sum_weight (container);
401} 254}
402 255
256void
257maptile::set_object_flag (int flag, int value)
258{
259 if (!spaces)
260 return;
261
262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value;
265}
266
403/* link_multipart_objects go through all the objects on the map looking 267/* 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 268 * 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 269 * 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 270 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 271 */
409void 272void
410maptile::link_multipart_objects () 273maptile::link_multipart_objects ()
411{ 274{
412 if (!spaces) 275 if (!spaces)
413 return; 276 return;
414 277
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 278 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 279 {
280 object *op = ms->bot;
281 while (op)
417 { 282 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 283 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 284 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 { 285 {
432 op = arch_to_object (at); 286 op->remove ();
287 op->expand_tail ();
433 288
434 /* update x,y coordinates */ 289 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 290 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 291 // 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); 292 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
293
294 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
295 // so we have to reset the iteration through the mapspace
449 } 296 }
297 else
298 op = op->above;
450 } 299 }
451
452 tmp = above;
453 } 300 }
454} 301}
455 302
456/* 303/*
457 * Loads (ands parses) the objects into a given map from the specified 304 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 305 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 306 */
461bool 307bool
462maptile::load_objects (object_thawer &thawer) 308maptile::_load_objects (object_thawer &f)
463{ 309{
464 int unique; 310 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 { 311 {
472 /* if the archetype for the object is null, means that we 312 coroapi::cede_to_tick_every (100); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 313
474 * or editor will not be able to do anything with it either. 314 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 315 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 316 case KW_arch:
317 if (object *op = object::read (f, this))
318 {
319 if (op->inv)
320 sum_weight (op);
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
348 }
349
479 continue; 350 continue;
480 }
481 351
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: 352 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 353 return true;
495 op->head = prev, last_more->more = op, last_more = op; 354
355 default:
356 if (!f.parse_error ("map file"))
357 return false;
496 break; 358 break;
497 } 359 }
498 360
499 op = object::create (); 361 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 } 362 }
520#endif
521 363
522 return true; 364 return true;
523} 365}
524 366
525void 367void
526maptile::activate () 368maptile::activate ()
527{ 369{
528 if (!spaces) 370 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 372 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 373 op->activate_recursive ();
534} 374}
535 375
536void 376void
537maptile::deactivate () 377maptile::deactivate ()
538{ 378{
539 if (!spaces) 379 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 382 op->deactivate_recursive ();
545} 383}
546 384
547bool 385bool
548maptile::save_objects (object_freezer &freezer, int flags) 386maptile::_save_objects (object_freezer &f, int flags)
549{ 387{
388 coroapi::cede_to_tick ();
389
550 if (flags & IO_HEADER) 390 if (flags & IO_HEADER)
551 save_header (freezer); 391 _save_header (f);
552 392
553 if (!spaces) 393 if (!spaces)
554 return false; 394 return false;
555 395
556 for (int i = 0; i < size (); ++i) 396 for (int i = 0; i < size (); ++i)
557 { 397 {
558 int unique = 0; 398 bool unique = 0;
399
559 for (object *op = spaces [i].bot; op; op = op->above) 400 for (object *op = spaces [i].bot; op; op = op->above)
560 { 401 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 403
564 if (!op->can_map_save ()) 404 if (expect_false (!op->can_map_save ()))
565 continue; 405 continue;
566 406
567 if (unique || op->flag [FLAG_UNIQUE]) 407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 408 {
569 if (flags & IO_UNIQUES) 409 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 410 op->write (f);
571 } 411 }
572 else if (flags & IO_OBJECTS) 412 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 413 op->write (f);
574 } 414 }
575 } 415 }
576 416
417 coroapi::cede_to_tick ();
418
577 return true; 419 return true;
578} 420}
579 421
580bool 422bool
581maptile::load_objects (const char *path, bool skip_header) 423maptile::_save_objects (const char *path, int flags)
582{ 424{
583 object_thawer thawer (path); 425 object_freezer freezer;
584 426
585 if (!thawer) 427 if (!_save_objects (freezer, flags))
586 return false; 428 return false;
587 429
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); 430 return freezer.save (path);
611} 431}
612 432
613maptile::maptile () 433maptile::maptile ()
614{ 434{
615 in_memory = MAP_SWAPPED; 435 in_memory = MAP_SWAPPED;
616 436
617 /* The maps used to pick up default x and y values from the 437 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 438 * map archetype. Mimic that behaviour.
619 */ 439 */
620 width = 16; 440 width = 16;
621 height = 16; 441 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 442 timeout = 300;
624 enter_x = 0; 443 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 444 max_volume = 2000000; // 2m³
626} 445}
627 446
628maptile::maptile (int w, int h) 447maptile::maptile (int w, int h)
629{ 448{
630 in_memory = MAP_SWAPPED; 449 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 595 * 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. 596 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 597 * MSW 2001-07-01
779 */ 598 */
780bool 599bool
781maptile::load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
782{ 601{
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 (;;) 602 for (;;)
788 { 603 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 604 switch (thawer.kw)
792 { 605 {
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: 606 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
802 break; 608 break;
803 609
804 case KW_lore: // CF+ extension 610 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 641 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
837 643
838 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
840 647
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 648 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 650
844 // old names new names 651 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 652 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; 653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
860 default: 675 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 676 if (!thawer.parse_error ("map", 0))
677 return false;
862 break; 678 break;
863 } 679 }
680
681 thawer.next ();
864 } 682 }
865 683
866 abort (); 684 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} 685}
879 686
880/****************************************************************************** 687/******************************************************************************
881 * This is the start of unique map handling code 688 * This is the start of unique map handling code
882 *****************************************************************************/ 689 *****************************************************************************/
893 object *above = op->above; 700 object *above = op->above;
894 701
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 703 unique = 1;
897 704
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 { 706 {
900 op->destroy_inv (false); 707 op->destroy_inv (false);
901 op->destroy (); 708 op->destroy ();
902 } 709 }
903 710
905 } 712 }
906 } 713 }
907} 714}
908 715
909bool 716bool
910maptile::save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
911{ 718{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 721
915 MAP_OUT2 (arch, "map"); 722 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
922 MAP_OUT (difficulty); 730 MAP_OUT (difficulty);
923 731
924 if (region) MAP_OUT2 (region, region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
925 733
926 if (shopitems) 734 if (shopitems)
927 { 735 {
928 char shop[MAX_BUF]; 736 char shop[MAX_BUF];
929 print_shop_string (this, shop); 737 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 765 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]); 766 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]); 767 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]); 768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 769
962 MAP_OUT2 (end, 0); 770 freezer.put (this);
771 freezer.put (KW_end);
963 772
964 return true; 773 return true;
965} 774}
966 775
967bool 776bool
968maptile::save_header (const char *path) 777maptile::_save_header (const char *path)
969{ 778{
970 object_freezer freezer; 779 object_freezer freezer;
971 780
972 if (!save_header (freezer)) 781 if (!_save_header (freezer))
973 return false; 782 return false;
974 783
975 return freezer.save (path); 784 return freezer.save (path);
976} 785}
977 786
979 * Remove and free all objects in the given map. 788 * Remove and free all objects in the given map.
980 */ 789 */
981void 790void
982maptile::clear () 791maptile::clear ()
983{ 792{
984 if (!spaces) 793 if (spaces)
985 return; 794 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 796 while (object *op = ms->bot)
989 { 797 {
798 // manually remove, as to not trigger anything
799 if (ms->bot = op->above)
800 ms->bot->below = 0;
801
802 op->flag [FLAG_REMOVED] = true;
803
804 object *head = op->head_ ();
990 if (op->head) 805 if (op == head)
991 op = op->head; 806 {
992
993 op->destroy_inv (false); 807 op->destroy_inv (false);
994 op->destroy (); 808 op->destroy ();
809 }
810 else if (head->map != op->map)
811 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy ();
814 }
995 } 815 }
996 816
997 sfree (spaces, size ()), spaces = 0; 817 sfree (spaces, size ()), spaces = 0;
818 }
998 819
999 if (buttons) 820 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 821 free_objectlinkpt (buttons), buttons = 0;
822
823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
1001} 825}
1002 826
1003void 827void
1004maptile::clear_header () 828maptile::clear_header ()
1005{ 829{
1035maptile::do_destroy () 859maptile::do_destroy ()
1036{ 860{
1037 attachable::do_destroy (); 861 attachable::do_destroy ();
1038 862
1039 clear (); 863 clear ();
864}
865
866/* decay and destroy perishable items in a map */
867void
868maptile::do_decay_objects ()
869{
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
930 }
1040} 931}
1041 932
1042/* 933/*
1043 * Updates every button on the map (by calling update_button() for them). 934 * Updates every button on the map (by calling update_button() for them).
1044 */ 935 */
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 983 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 984 {
1094 total_exp += op->stats.exp; 985 total_exp += op->stats.exp;
1095 986
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1097 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1098 989
1099 monster_cnt++; 990 monster_cnt++;
1100 } 991 }
1101 } 992 }
1102 993
1156 */ 1047 */
1157void 1048void
1158mapspace::update_ () 1049mapspace::update_ ()
1159{ 1050{
1160 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1054
1166 middle = blank_face; 1055 //object *middle = 0;
1167 top = blank_face; 1056 //object *top = 0;
1168 floor = blank_face; 1057 //object *floor = 0;
1169 1058 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1059 object *&top = faces_obj[0] = 0;
1171 top_obj = 0; 1060 object *&middle = faces_obj[1] = 0;
1172 floor_obj = 0; 1061 object *&floor = faces_obj[2] = 0;
1173 1062
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1064 {
1176 /* This could be made additive I guess (two lights better than 1065 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1066 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1191 */ 1080 */
1192 if (!tmp->invisible) 1081 if (!tmp->invisible)
1193 { 1082 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1084 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1086 {
1201 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1203 */ 1089 */
1204 middle = blank_face; 1090 middle = 0;
1205 top = blank_face; 1091 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1092 floor = tmp;
1208 } 1093 }
1209 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1096 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1097 middle = tmp;
1215 anywhere = 1; 1098 anywhere = 1;
1216 } 1099 }
1217 /* Find the highest visible face around. If equal 1100 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1101 * visibilities, we still want the one nearer to the
1219 * top 1102 * top
1220 */ 1103 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1105 middle = tmp;
1225 }
1226 } 1106 }
1227 1107
1228 if (tmp == tmp->above) 1108 if (tmp == tmp->above)
1229 { 1109 {
1230 LOG (llevError, "Error in structure of map\n"); 1110 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1145 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1146 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1147 * may be possible for the faces to match but be different objects.
1268 */ 1148 */
1269 if (top == middle) 1149 if (top == middle)
1270 middle = blank_face; 1150 middle = 0;
1271 1151
1272 /* There are three posibilities at this point: 1152 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1153 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1154 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1155 * 3) neither middle or top is set - need to set both.
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1160 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1162 break;
1283 1163
1284 /* If two top faces are already set, quit processing */ 1164 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1165 if (top && middle)
1286 break; 1166 break;
1287 1167
1288 /* Only show visible faces, unless its the editor - show all */ 1168 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1169 if (!tmp->invisible)
1290 { 1170 {
1291 /* Fill in top if needed */ 1171 /* Fill in top if needed */
1292 if (top == blank_face) 1172 if (!top)
1293 { 1173 {
1294 top = tmp->face;
1295 top_obj = tmp; 1174 top = tmp;
1296 if (top == middle) 1175 if (top == middle)
1297 middle = blank_face; 1176 middle = 0;
1298 } 1177 }
1299 else 1178 else
1300 { 1179 {
1301 /* top is already set - we should only get here if 1180 /* top is already set - we should only get here if
1302 * middle is not set 1181 * middle is not set
1303 * 1182 *
1304 * Set the middle face and break out, since there is nothing 1183 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1184 * more to fill in. We don't check visiblity here, since
1306 * 1185 *
1307 */ 1186 */
1308 if (tmp->face != top) 1187 if (tmp != top)
1309 { 1188 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1189 middle = tmp;
1312 break; 1190 break;
1313 } 1191 }
1314 } 1192 }
1315 } 1193 }
1316 } 1194 }
1317 1195
1318 if (middle == floor) 1196 if (middle == floor)
1319 middle = blank_face; 1197 middle = 0;
1320 1198
1321 if (top == middle) 1199 if (top == middle)
1322 middle = blank_face; 1200 middle = 0;
1323 1201
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1202#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1203 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1204 faces_obj [1] = middle;
1205 faces_obj [2] = floor;
1206#endif
1327} 1207}
1328 1208
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1209uint64
1330 * the map. It also takes care of linking back the freshly loaded 1210mapspace::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{ 1211{
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1212 uint64 vol = 0;
1339 1213
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1341 { 1215 vol += op->volume ();
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1);
1346 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY;
1348 }
1349 1216
1350 int dest_tile = (tile_num + 2) % 4; 1217 return vol;
1218}
1351 1219
1352 orig_map->tile_map[tile_num] = mp; 1220bool
1221maptile::tile_available (int dir, bool load)
1222{
1223 if (!tile_path[dir])
1224 return 0;
1353 1225
1354 // optimisation: back-link map to origin map if euclidean 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1355 //TODO: non-euclidean maps MUST GO 1227 return 1;
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358 1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1;
1231
1359 return mp; 1232 return 0;
1360} 1233}
1361 1234
1362/* this returns TRUE if the coordinates (x,y) are out of 1235/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1236 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1237 * tiling considerations, loading adjacant maps as needed.
1377 if (!m) 1250 if (!m)
1378 return 0; 1251 return 0;
1379 1252
1380 if (x < 0) 1253 if (x < 0)
1381 { 1254 {
1382 if (!m->tile_path[3]) 1255 if (!m->tile_available (3))
1383 return 1; 1256 return 1;
1384 1257
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3);
1387
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 } 1259 }
1390 1260
1391 if (x >= m->width) 1261 if (x >= m->width)
1392 { 1262 {
1393 if (!m->tile_path[1]) 1263 if (!m->tile_available (1))
1394 return 1; 1264 return 1;
1395 1265
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1);
1398
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1266 return out_of_map (m->tile_map[1], x - m->width, y);
1400 } 1267 }
1401 1268
1402 if (y < 0) 1269 if (y < 0)
1403 { 1270 {
1404 if (!m->tile_path[0]) 1271 if (!m->tile_available (0))
1405 return 1; 1272 return 1;
1406 1273
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0);
1409
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 } 1275 }
1412 1276
1413 if (y >= m->height) 1277 if (y >= m->height)
1414 { 1278 {
1415 if (!m->tile_path[2]) 1279 if (!m->tile_available (2))
1416 return 1; 1280 return 1;
1417
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2);
1420 1281
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1282 return out_of_map (m->tile_map[2], x, y - m->height);
1422 } 1283 }
1423 1284
1424 /* Simple case - coordinates are within this local 1285 /* Simple case - coordinates are within this local
1429 1290
1430/* This is basically the same as out_of_map above, but 1291/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1292 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1293 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1294 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1295 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1296 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1297 * and then figuring out what the real map is
1437 */ 1298 */
1438maptile * 1299maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1300maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1301{
1441 if (*x < 0) 1302 if (x < 0)
1442 { 1303 {
1443 if (!m->tile_path[3]) 1304 if (!tile_available (3))
1444 return 0; 1305 return 0;
1445 1306
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1307 x += tile_map[3]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1308 return tile_map[3]->xy_find (x, y);
1451 } 1309 }
1452 1310
1453 if (*x >= m->width) 1311 if (x >= width)
1454 { 1312 {
1455 if (!m->tile_path[1]) 1313 if (!tile_available (1))
1456 return 0; 1314 return 0;
1457 1315
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1316 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1317 return tile_map[1]->xy_find (x, y);
1463 } 1318 }
1464 1319
1465 if (*y < 0) 1320 if (y < 0)
1466 { 1321 {
1467 if (!m->tile_path[0]) 1322 if (!tile_available (0))
1468 return 0; 1323 return 0;
1469 1324
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1325 y += tile_map[0]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1326 return tile_map[0]->xy_find (x, y);
1475 } 1327 }
1476 1328
1477 if (*y >= m->height) 1329 if (y >= height)
1478 { 1330 {
1479 if (!m->tile_path[2]) 1331 if (!tile_available (2))
1480 return 0; 1332 return 0;
1481 1333
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1334 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1335 return tile_map[2]->xy_find (x, y);
1487 } 1336 }
1488 1337
1489 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1490 * map. 1339 * map.
1491 */ 1340 */
1492 return m; 1341 return this;
1493} 1342}
1494 1343
1495/** 1344/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1345 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1346 * map1 to map2 in dx/dy.
1498 */ 1347 */
1499static int 1348int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{ 1350{
1502 if (!map1 || !map2) 1351 if (!map1 || !map2)
1503 return 0; 1352 return 0;
1504 1353
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1356 if (map1 == map2)
1506 { 1357 {
1507 *dx = 0; 1358 *dx = 0;
1508 *dy = 0; 1359 *dy = 0;
1509 } 1360 }
1569 } 1420 }
1570 else 1421 else
1571 return 0; 1422 return 0;
1572 1423
1573 return 1; 1424 return 1;
1425}
1426
1427maptile *
1428maptile::xy_load (sint16 &x, sint16 &y)
1429{
1430 maptile *map = xy_find (x, y);
1431
1432 if (map)
1433 map->load_sync ();
1434
1435 return map;
1436}
1437
1438maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440{
1441 return m->xy_load (*x, *y);
1574} 1442}
1575 1443
1576/* From map.c 1444/* From map.c
1577 * This is used by get_player to determine where the other 1445 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1446 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1447 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1448 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1449 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1450 * that the creature should head. part is the part of the
1583 * monster that is closest. 1451 * monster that is closest.
1584 * 1452 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1453 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1454 * structure for op1 to get to op2.
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{ 1466{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1468 {
1601 /* be conservative and fill in _some_ data */ 1469 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1470 retval->distance = 10000;
1603 retval->distance_x = 32767; 1471 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1472 retval->distance_y = 10000;
1605 retval->direction = 0; 1473 retval->direction = 0;
1606 retval->part = 0; 1474 retval->part = 0;
1607 } 1475 }
1608 else 1476 else
1609 { 1477 {
1614 1482
1615 best = op1; 1483 best = op1;
1616 /* If this is multipart, find the closest part now */ 1484 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1485 if (!(flags & 0x1) && op1->more)
1618 { 1486 {
1619 object *tmp;
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1488
1622 /* we just take the offset of the piece to head to figure 1489 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1490 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1491 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1492 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1493 * below works.
1627 */ 1494 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1496 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1632 if (tmpi < best_distance) 1499 if (tmpi < best_distance)
1633 { 1500 {
1634 best_distance = tmpi; 1501 best_distance = tmpi;
1635 best = tmp; 1502 best = tmp;
1636 } 1503 }
1637 } 1504 }
1505
1638 if (best != op1) 1506 if (best != op1)
1639 { 1507 {
1640 retval->distance_x += op1->x - best->x; 1508 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1509 retval->distance_y += op1->y - best->y;
1642 } 1510 }
1643 } 1511 }
1512
1644 retval->part = best; 1513 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1647 } 1516 }
1648} 1517}
1649 1518
1650/* this is basically the same as get_rangevector above, but instead of 1519/* this is basically the same as get_rangevector above, but instead of
1655 * flags has no meaning for this function at this time - I kept it in to 1524 * flags has no meaning for this function at this time - I kept it in to
1656 * be more consistant with the above function and also in case they are needed 1525 * be more consistant with the above function and also in case they are needed
1657 * for something in the future. Also, since no object is pasted, the best 1526 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1527 * field of the rv_vector is set to NULL.
1659 */ 1528 */
1660
1661void 1529void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1530get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1531{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1533 {
1666 /* be conservative and fill in _some_ data */ 1534 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1535 retval->distance = 100000;
1674 { 1542 {
1675 retval->distance_x += op2->x - x; 1543 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1544 retval->distance_y += op2->y - y;
1677 1545
1678 retval->part = NULL; 1546 retval->part = NULL;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1547 retval->distance = idistance (retval->distance_x, retval->distance_y);
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1681 } 1549 }
1682} 1550}
1683 1551
1684/* Returns true of op1 and op2 are effectively on the same map 1552/* Returns true of op1 and op2 are effectively on the same map
1704 op->remove (); 1572 op->remove ();
1705 1573
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1574 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1575}
1708 1576
1577region *
1578maptile::region (int x, int y) const
1579{
1580 if (regions
1581 && regionmap
1582 && !OUT_OF_REAL_MAP (this, x, y))
1583 if (struct region *reg = regionmap [regions [y * width + x]])
1584 return reg;
1585
1586 if (default_region)
1587 return default_region;
1588
1589 return ::region::default_region ();
1590}
1591
1592/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596object *
1597maptile::pick_random_object () const
1598{
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616}
1617
1618void
1619maptile::play_sound (faceidx sound, int x, int y) const
1620{
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636}
1637

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