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Comparing deliantra/server/common/map.C (file contents):
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "loader.h"
30#include "path.h" 28#include "path.h"
31 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[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 31
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
101 * 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
172 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
173 */ 107 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 109 return 0;
176 110
177 if (ob->head != NULL)
178 ob = ob->head; 111 ob = ob->head_ ();
179 112
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
213 else 146 else
214 { 147 {
215 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
217 * movement, can't move here. 150 * movement, can't move here.
218 * 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
219 * hidden dm 152 * hidden dm
220 */ 153 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 155 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
224 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))
225 return 1; 162 return 1;
226 } 163 }
227 164
228 } 165 }
229 return 0; 166 return 0;
230} 167}
231 168
232
233/* 169/*
234 * 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
235 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
239 * 175 *
240 * 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.
241 * 177 *
242 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
254 * 190 *
255 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
256 * 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
257 * against the move_block values. 193 * against the move_block values.
258 */ 194 */
259int 195bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
261{ 197{
262 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
276 201
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
278 { 203 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 204
281 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 206
283 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 208 return 1;
285 209
286 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
287 211 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 213 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 215 continue;
295 216
296 /* 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
297 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
298 */ 219 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
300 return P_NO_PASS; 221 return 1;
301 } 222 }
302 223
303 return 0; 224 return 0;
304} 225}
305 226
323 244
324 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
325 tmp = next; 246 tmp = next;
326 } 247 }
327 248
328 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
329 * carrying. 250 //TODO: remove
330 */ 251 container->update_weight ();
331 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);
332} 276}
333 277
334/* 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
335 * 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
336 * 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
337 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 282 */
340void 283void
341maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
342{ 285{
343 if (!spaces) 286 if (!spaces)
344 return; 287 return;
345 288
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
348 { 293 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 296 {
363 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
364 299
365 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 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
380 } 307 }
308 else
309 op = op->above;
381 } 310 }
382
383 tmp = above;
384 } 311 }
385} 312}
386 313
387/* 314/*
388 * 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
389 * file pointer. 316 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 317 */
392bool 318bool
393maptile::load_objects (object_thawer &thawer) 319maptile::_load_objects (object_thawer &f)
394{ 320{
395 int unique; 321 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 322 {
403 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 324
405 * or editor will not be able to do anything with it either. 325 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 326 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
410 continue; 362 continue;
411 }
412 363
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 364 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 365 return true;
426 op->head = prev, last_more->more = op, last_more = op; 366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
427 break; 370 break;
428 } 371 }
429 372
430 op = object::create (); 373 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 374 }
451#endif
452 375
453 return true; 376 return true;
454} 377}
455 378
456void 379void
457maptile::activate () 380maptile::activate ()
458{ 381{
459 if (!spaces) 382 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 385 op->activate_recursive ();
465} 386}
466 387
467void 388void
468maptile::deactivate () 389maptile::deactivate ()
469{ 390{
470 if (!spaces) 391 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 394 op->deactivate_recursive ();
476} 395}
477 396
478bool 397bool
479maptile::save_objects (object_freezer &freezer, int flags) 398maptile::_save_objects (object_freezer &f, int flags)
480{ 399{
400 coroapi::cede_to_tick ();
401
481 if (flags & IO_HEADER) 402 if (flags & IO_HEADER)
482 save_header (freezer); 403 _save_header (f);
483 404
484 if (!spaces) 405 if (!spaces)
485 return false; 406 return false;
486 407
487 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
488 { 409 {
489 int unique = 0; 410 bool unique = 0;
411
490 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
491 { 413 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 415
495 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
496 continue; 417 continue;
497 418
498 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 420 {
500 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 422 op->write (f);
502 } 423 }
503 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 425 op->write (f);
505 } 426 }
506 } 427 }
507 428
429 coroapi::cede_to_tick ();
430
508 return true; 431 return true;
509} 432}
510 433
511bool 434bool
512maptile::load_objects (const char *path, bool skip_header) 435maptile::_save_objects (const char *path, int flags)
513{ 436{
514 object_thawer thawer (path); 437 object_freezer freezer;
515 438
516 if (!thawer) 439 if (!_save_objects (freezer, flags))
517 return false; 440 return false;
518 441
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 442 return freezer.save (path);
542} 443}
543 444
544maptile::maptile () 445maptile::maptile ()
545{ 446{
546 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
547 448
548 /* The maps used to pick up default x and y values from the 449 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
550 */ 451 */
551 width = 16; 452 width = 16;
552 height = 16; 453 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 454 timeout = 300;
555 enter_x = 0; 455 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 456 max_volume = 2000000; // 2m³
557} 457}
558 458
559maptile::maptile (int w, int h) 459maptile::maptile (int w, int h)
560{ 460{
561 in_memory = MAP_SWAPPED; 461 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 609 * MSW 2001-07-01
710 */ 610 */
711bool 611bool
712maptile::load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
713{ 613{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 614 for (;;)
719 { 615 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 616 switch (thawer.kw)
723 { 617 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 618 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
733 break; 620 break;
734 621
735 case KW_lore: // CF+ extension 622 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
768 655
769 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
771 660
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 663
775 // old names new names 664 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
791 default: 688 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 689 if (!thawer.parse_error ("map", 0))
690 return false;
793 break; 691 break;
794 } 692 }
693
694 thawer.next ();
795 } 695 }
796 696
797 abort (); 697 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 698}
810 699
811/****************************************************************************** 700/******************************************************************************
812 * This is the start of unique map handling code 701 * This is the start of unique map handling code
813 *****************************************************************************/ 702 *****************************************************************************/
824 object *above = op->above; 713 object *above = op->above;
825 714
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 716 unique = 1;
828 717
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 719 op->destroy ();
833 }
834 720
835 op = above; 721 op = above;
836 } 722 }
837 } 723 }
838} 724}
839 725
840bool 726bool
841maptile::save_header (object_freezer &freezer) 727maptile::_save_header (object_freezer &freezer)
842{ 728{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 731
846 MAP_OUT2 (arch, "map"); 732 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
854 742
855 if (region) MAP_OUT2 (region, region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
856 744
857 if (shopitems) 745 if (shopitems)
858 { 746 {
859 char shop[MAX_BUF]; 747 char shop[MAX_BUF];
860 print_shop_string (this, shop); 748 print_shop_string (this, shop);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 780
781 freezer.put (this);
893 freezer.put (KW_end); 782 freezer.put (KW_end);
894 783
895 return true; 784 return true;
896} 785}
897 786
898bool 787bool
899maptile::save_header (const char *path) 788maptile::_save_header (const char *path)
900{ 789{
901 object_freezer freezer; 790 object_freezer freezer;
902 791
903 if (!save_header (freezer)) 792 if (!_save_header (freezer))
904 return false; 793 return false;
905 794
906 return freezer.save (path); 795 return freezer.save (path);
907} 796}
908 797
910 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
911 */ 800 */
912void 801void
913maptile::clear () 802maptile::clear ()
914{ 803{
915 if (!spaces) 804 if (spaces)
916 return; 805 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 807 while (object *op = ms->bot)
920 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
921 if (op->head) 816 if (op == head)
922 op = op->head;
923
924 op->destroy_inv (false);
925 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
823 }
824
825 sfree0 (spaces, size ());
926 } 826 }
927
928 sfree (spaces, size ()), spaces = 0;
929 827
930 if (buttons) 828 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
932} 833}
933 834
934void 835void
935maptile::clear_header () 836maptile::clear_header ()
936{ 837{
966maptile::do_destroy () 867maptile::do_destroy ()
967{ 868{
968 attachable::do_destroy (); 869 attachable::do_destroy ();
969 870
970 clear (); 871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
938 }
971} 939}
972 940
973/* 941/*
974 * Updates every button on the map (by calling update_button() for them). 942 * Updates every button on the map (by calling update_button() for them).
975 */ 943 */
997/* 965/*
998 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
999 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1000 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
1001 * 969 *
1002 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
1003 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
1004 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1005 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1006 */ 974 */
1007int 975int
1008maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
1009{ 977{
1010 long monster_cnt = 0; 978 long monster_cnt = 0;
1022 990
1023 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1024 { 992 {
1025 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1026 994
1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
1028 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1029
1030 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1031 } 1006 }
1032 } 1007 }
1033 1008
1034 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1035 1010
1048 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1049 */ 1024 */
1050int 1025int
1051maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1052{ 1027{
1053 int new_level = darkness + change;
1054
1055 /* Nothing to do */ 1028 /* Nothing to do */
1056 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1057 return 0; 1030 return 0;
1058 1031
1059 /* inform all players on the map */ 1032 /* inform all players on the map */
1060 if (change > 0) 1033 if (change > 0)
1061 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1062 else 1035 else
1063 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1064 1037
1065 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1066 * we need to be extra careful about negative values.
1067 * In general, the checks below are only needed if change
1068 * is not +/-1
1069 */
1070 if (new_level < 0)
1071 darkness = 0;
1072 else if (new_level >= MAX_DARKNESS)
1073 darkness = MAX_DARKNESS;
1074 else
1075 darkness = new_level;
1076 1039
1077 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1078 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1079 return 1; 1043 return 1;
1080} 1044}
1081 1045
1082/* 1046/*
1083 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1086 * through, etc) 1050 * through, etc)
1087 */ 1051 */
1088void 1052void
1089mapspace::update_ () 1053mapspace::update_ ()
1090{ 1054{
1091 object *tmp, *last = 0; 1055 object *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1093 New_Face *top, *floor, *middle; 1057 sint8 light = 0;
1094 object *top_obj, *floor_obj, *middle_obj;
1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1096 1059
1097 middle = blank_face; 1060 //object *middle = 0;
1098 top = blank_face; 1061 //object *top = 0;
1099 floor = blank_face; 1062 //object *floor = 0;
1063 // this seems to generate better code than using locals, above
1064 object *&top = faces_obj[0] = 0;
1065 object *&middle = faces_obj[1] = 0;
1066 object *&floor = faces_obj[2] = 0;
1100 1067
1101 middle_obj = 0;
1102 top_obj = 0;
1103 floor_obj = 0;
1104
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1069 {
1107 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1108 * one). But if so, it shouldn't be a simple additive - 2
1109 * light bulbs do not illuminate twice as far as once since
1110 * it is a dissapation factor that is cubed.
1111 */
1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1114 1072
1115 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1116 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1117 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1118 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1121 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1122 */ 1080 */
1123 if (!tmp->invisible) 1081 if (!tmp->invisible)
1124 { 1082 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1084 top = tmp;
1129 }
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1086 {
1132 /* 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,
1133 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1134 */ 1089 */
1135 middle = blank_face; 1090 middle = 0;
1136 top = blank_face; 1091 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1092 floor = tmp;
1139 } 1093 }
1140 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1096 {
1143 middle = tmp->face;
1144
1145 middle_obj = tmp; 1097 middle = tmp;
1146 anywhere = 1; 1098 anywhere = 1;
1147 } 1099 }
1100
1148 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1150 * top 1103 * top
1151 */ 1104 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp; 1106 middle = tmp;
1156 }
1157 } 1107 }
1158 1108
1159 if (tmp == tmp->above) 1109 if (tmp == tmp->above)
1160 { 1110 {
1161 LOG (llevError, "Error in structure of map\n"); 1111 LOG (llevError, "Error in structure of map\n");
1174 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1175 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1176 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1177 } 1127 }
1178 1128
1179 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1180 this->flags_ = flags; 1130 this->flags_ = flags;
1181 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1182 this->move_on = move_on; 1132 this->move_on = move_on;
1183 this->move_off = move_off; 1133 this->move_off = move_off;
1184 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1196 * middle face. This should not happen, as we already have the 1146 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1147 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1148 * may be possible for the faces to match but be different objects.
1199 */ 1149 */
1200 if (top == middle) 1150 if (top == middle)
1201 middle = blank_face; 1151 middle = 0;
1202 1152
1203 /* There are three posibilities at this point: 1153 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1207 */ 1157 */
1208 1158
1209 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1210 { 1160 {
1211 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1163 break;
1214 1164
1215 /* If two top faces are already set, quit processing */ 1165 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1166 if (top && middle)
1217 break; 1167 break;
1218 1168
1219 /* Only show visible faces, unless its the editor - show all */ 1169 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1170 if (!tmp->invisible)
1221 { 1171 {
1222 /* Fill in top if needed */ 1172 /* Fill in top if needed */
1223 if (top == blank_face) 1173 if (!top)
1224 { 1174 {
1225 top = tmp->face;
1226 top_obj = tmp; 1175 top = tmp;
1227 if (top == middle) 1176 if (top == middle)
1228 middle = blank_face; 1177 middle = 0;
1229 } 1178 }
1230 else 1179 else
1231 { 1180 {
1232 /* top is already set - we should only get here if 1181 /* top is already set - we should only get here if
1233 * middle is not set 1182 * middle is not set
1234 * 1183 *
1235 * Set the middle face and break out, since there is nothing 1184 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1185 * more to fill in. We don't check visiblity here, since
1237 * 1186 *
1238 */ 1187 */
1239 if (tmp->face != top) 1188 if (tmp != top)
1240 { 1189 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1190 middle = tmp;
1243 break; 1191 break;
1244 } 1192 }
1245 } 1193 }
1246 } 1194 }
1247 } 1195 }
1248 1196
1249 if (middle == floor) 1197 if (middle == floor)
1250 middle = blank_face; 1198 middle = 0;
1251 1199
1252 if (top == middle) 1200 if (top == middle)
1253 middle = blank_face; 1201 middle = 0;
1254 1202
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1203#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1204 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1205 faces_obj [1] = middle;
1206 faces_obj [2] = floor;
1207#endif
1258} 1208}
1259 1209
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1210uint64
1261 * the map. It also takes care of linking back the freshly loaded 1211mapspace::volume () const
1262 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1264 * so that it is easier for calling functions to verify success.
1265 */
1266static maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1268{ 1212{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1213 uint64 vol = 0;
1270 1214
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1215 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1272 { 1216 vol += op->volume ();
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 }
1280 1217
1281 int dest_tile = (tile_num + 2) % 4; 1218 return vol;
1219}
1282 1220
1283 orig_map->tile_map[tile_num] = mp; 1221bool
1222maptile::tile_available (int dir, bool load)
1223{
1224 if (!tile_path[dir])
1225 return 0;
1284 1226
1285 // optimisation: back-link map to origin map if euclidean 1227 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1286 //TODO: non-euclidean maps MUST GO 1228 return 1;
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289 1229
1230 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1231 return 1;
1232
1290 return mp; 1233 return 0;
1291} 1234}
1292 1235
1293/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1237 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1238 * tiling considerations, loading adjacant maps as needed.
1308 if (!m) 1251 if (!m)
1309 return 0; 1252 return 0;
1310 1253
1311 if (x < 0) 1254 if (x < 0)
1312 { 1255 {
1313 if (!m->tile_path[3]) 1256 if (!m->tile_available (3))
1314 return 1; 1257 return 1;
1315 1258
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1259 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1260 }
1321 1261
1322 if (x >= m->width) 1262 if (x >= m->width)
1323 { 1263 {
1324 if (!m->tile_path[1]) 1264 if (!m->tile_available (1))
1325 return 1; 1265 return 1;
1326 1266
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1267 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1268 }
1332 1269
1333 if (y < 0) 1270 if (y < 0)
1334 { 1271 {
1335 if (!m->tile_path[0]) 1272 if (!m->tile_available (0))
1336 return 1; 1273 return 1;
1337 1274
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1275 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1276 }
1343 1277
1344 if (y >= m->height) 1278 if (y >= m->height)
1345 { 1279 {
1346 if (!m->tile_path[2]) 1280 if (!m->tile_available (2))
1347 return 1; 1281 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351 1282
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1283 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1284 }
1354 1285
1355 /* Simple case - coordinates are within this local 1286 /* Simple case - coordinates are within this local
1360 1291
1361/* This is basically the same as out_of_map above, but 1292/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1293 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1294 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1295 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1296 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1297 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1298 * and then figuring out what the real map is
1368 */ 1299 */
1369maptile * 1300maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1301maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1302{
1372 if (*x < 0) 1303 if (x < 0)
1373 { 1304 {
1374 if (!m->tile_path[3]) 1305 if (!tile_available (3))
1375 return 0; 1306 return 0;
1376 1307
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1308 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1309 return tile_map[3]->xy_find (x, y);
1382 } 1310 }
1383 1311
1384 if (*x >= m->width) 1312 if (x >= width)
1385 { 1313 {
1386 if (!m->tile_path[1]) 1314 if (!tile_available (1))
1387 return 0; 1315 return 0;
1388 1316
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1317 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1318 return tile_map[1]->xy_find (x, y);
1394 } 1319 }
1395 1320
1396 if (*y < 0) 1321 if (y < 0)
1397 { 1322 {
1398 if (!m->tile_path[0]) 1323 if (!tile_available (0))
1399 return 0; 1324 return 0;
1400 1325
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1326 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1327 return tile_map[0]->xy_find (x, y);
1406 } 1328 }
1407 1329
1408 if (*y >= m->height) 1330 if (y >= height)
1409 { 1331 {
1410 if (!m->tile_path[2]) 1332 if (!tile_available (2))
1411 return 0; 1333 return 0;
1412 1334
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1335 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1336 return tile_map[2]->xy_find (x, y);
1418 } 1337 }
1419 1338
1420 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
1421 * map. 1340 * map.
1422 */ 1341 */
1423 return m; 1342 return this;
1424} 1343}
1425 1344
1426/** 1345/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1346 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1347 * map1 to map2 in dx/dy.
1429 */ 1348 */
1430static int 1349int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1350adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1351{
1433 if (!map1 || !map2) 1352 if (!map1 || !map2)
1434 return 0; 1353 return 0;
1435 1354
1355 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1356 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1357 if (map1 == map2)
1437 { 1358 {
1438 *dx = 0; 1359 *dx = 0;
1439 *dy = 0; 1360 *dy = 0;
1440 } 1361 }
1500 } 1421 }
1501 else 1422 else
1502 return 0; 1423 return 0;
1503 1424
1504 return 1; 1425 return 1;
1426}
1427
1428maptile *
1429maptile::xy_load (sint16 &x, sint16 &y)
1430{
1431 maptile *map = xy_find (x, y);
1432
1433 if (map)
1434 map->load_sync ();
1435
1436 return map;
1437}
1438
1439maptile *
1440get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1441{
1442 return m->xy_load (*x, *y);
1505} 1443}
1506 1444
1507/* From map.c 1445/* From map.c
1508 * This is used by get_player to determine where the other 1446 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1447 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1448 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1449 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1450 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1451 * that the creature should head. part is the part of the
1514 * monster that is closest. 1452 * monster that is closest.
1515 * 1453 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1454 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1455 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1466get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1467{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1468 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1469 {
1532 /* be conservative and fill in _some_ data */ 1470 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1471 retval->distance = 10000;
1534 retval->distance_x = 32767; 1472 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1473 retval->distance_y = 10000;
1536 retval->direction = 0; 1474 retval->direction = 0;
1537 retval->part = 0; 1475 retval->part = 0;
1538 } 1476 }
1539 else 1477 else
1540 { 1478 {
1545 1483
1546 best = op1; 1484 best = op1;
1547 /* If this is multipart, find the closest part now */ 1485 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1486 if (!(flags & 0x1) && op1->more)
1549 { 1487 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1488 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1489
1553 /* we just take the offset of the piece to head to figure 1490 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1491 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1492 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1493 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1494 * below works.
1558 */ 1495 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1497 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1498 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1499 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1500 if (tmpi < best_distance)
1564 { 1501 {
1565 best_distance = tmpi; 1502 best_distance = tmpi;
1566 best = tmp; 1503 best = tmp;
1567 } 1504 }
1568 } 1505 }
1506
1569 if (best != op1) 1507 if (best != op1)
1570 { 1508 {
1571 retval->distance_x += op1->x - best->x; 1509 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1510 retval->distance_y += op1->y - best->y;
1573 } 1511 }
1574 } 1512 }
1513
1575 retval->part = best; 1514 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1517 }
1579} 1518}
1580 1519
1581/* this is basically the same as get_rangevector above, but instead of 1520/* this is basically the same as get_rangevector above, but instead of
1586 * flags has no meaning for this function at this time - I kept it in to 1525 * flags has no meaning for this function at this time - I kept it in to
1587 * be more consistant with the above function and also in case they are needed 1526 * be more consistant with the above function and also in case they are needed
1588 * for something in the future. Also, since no object is pasted, the best 1527 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1528 * field of the rv_vector is set to NULL.
1590 */ 1529 */
1591
1592void 1530void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1531get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1532{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1533 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1534 {
1597 /* be conservative and fill in _some_ data */ 1535 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1536 retval->distance = 100000;
1605 { 1543 {
1606 retval->distance_x += op2->x - x; 1544 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1545 retval->distance_y += op2->y - y;
1608 1546
1609 retval->part = NULL; 1547 retval->part = NULL;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1548 retval->distance = idistance (retval->distance_x, retval->distance_y);
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1549 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1550 }
1613} 1551}
1614 1552
1615/* Returns true of op1 and op2 are effectively on the same map 1553/* Returns true of op1 and op2 are effectively on the same map
1629} 1567}
1630 1568
1631object * 1569object *
1632maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1633{ 1571{
1634 if (!op->flag [FLAG_REMOVED])
1635 op->remove ();
1636
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1573}
1639 1574
1575region *
1576maptile::region (int x, int y) const
1577{
1578 if (regions
1579 && regionmap
1580 && !OUT_OF_REAL_MAP (this, x, y))
1581 if (struct region *reg = regionmap [regions [y * width + x]])
1582 return reg;
1583
1584 if (default_region)
1585 return default_region;
1586
1587 return ::region::default_region ();
1588}
1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players_on_map (pl, this)
1621 if (client *ns = pl->ns)
1622 {
1623 int dx = x - pl->ob->x;
1624 int dy = y - pl->ob->y;
1625
1626 int distance = idistance (dx, dy);
1627
1628 if (distance <= MAX_SOUND_DISTANCE)
1629 ns->play_sound (sound, dx, dy);
1630 }
1631}
1632

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