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Comparing deliantra/server/common/map.C (file contents):
Revision 1.71 by pippijn, Sat Jan 6 14:42:29 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "loader.h"
31#include "path.h" 28#include "path.h"
32 29
33/* 30sint8 maptile::outdoor_darkness;
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 31
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
102 * 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
173 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
174 */ 107 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 109 return 0;
177 110
178 if (ob->head != NULL)
179 ob = ob->head; 111 ob = ob->head_ ();
180 112
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
214 else 146 else
215 { 147 {
216 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
218 * movement, can't move here. 150 * movement, can't move here.
219 * 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
220 * hidden dm 152 * hidden dm
221 */ 153 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 155 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
225 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))
226 return 1; 162 return 1;
227 } 163 }
228 164
229 } 165 }
230 return 0; 166 return 0;
231} 167}
232 168
233
234/* 169/*
235 * 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
236 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
240 * 175 *
241 * 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.
242 * 177 *
243 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
255 * 190 *
256 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
257 * 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
258 * against the move_block values. 193 * against the move_block values.
259 */ 194 */
260int 195bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
262{ 197{
263 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
277 201
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
279 { 203 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 204
282 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 206
284 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 208 return 1;
286 209
287 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
288 211 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * 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.
292 */ 213 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 215 continue;
296 216
297 /* 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
298 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
299 */ 219 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
301 return P_NO_PASS; 221 return 1;
302 } 222 }
303 223
304 return 0; 224 return 0;
305} 225}
306 226
324 244
325 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
326 tmp = next; 246 tmp = next;
327 } 247 }
328 248
329 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
330 * carrying. 250 //TODO: remove
331 */ 251 container->update_weight ();
332 sum_weight (container);
333} 252}
334 253
335void 254void
336maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
337{ 256{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
344} 263}
345 264
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);
276}
277
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 282 */
352void 283void
353maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
354{ 285{
355 if (!spaces) 286 if (!spaces)
356 return; 287 return;
357 288
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
360 { 293 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 296 {
375 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
376 299
377 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 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
392 } 307 }
308 else
309 op = op->above;
393 } 310 }
394
395 tmp = above;
396 } 311 }
397} 312}
398 313
399/* 314/*
400 * 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
401 * file pointer. 316 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 317 */
404bool 318bool
405maptile::load_objects (object_thawer &thawer) 319maptile::_load_objects (object_thawer &f)
406{ 320{
407 int unique; 321 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 322 {
415 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 324
417 * or editor will not be able to do anything with it either. 325 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 326 {
421 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
422 continue; 362 continue;
423 }
424 363
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 364 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 365 return true;
438 op->head = prev, last_more->more = op, last_more = op; 366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
439 break; 370 break;
440 } 371 }
441 372
442 op = object::create (); 373 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 374 }
463#endif
464 375
465 return true; 376 return true;
466} 377}
467 378
468void 379void
469maptile::activate () 380maptile::activate ()
470{ 381{
471 if (!spaces) 382 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 385 op->activate_recursive ();
477} 386}
478 387
479void 388void
480maptile::deactivate () 389maptile::deactivate ()
481{ 390{
482 if (!spaces) 391 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 394 op->deactivate_recursive ();
488} 395}
489 396
490bool 397bool
491maptile::save_objects (object_freezer &freezer, int flags) 398maptile::_save_objects (object_freezer &f, int flags)
492{ 399{
493 static int cede_count = 0; 400 coroapi::cede_to_tick ();
494 401
495 if (flags & IO_HEADER) 402 if (flags & IO_HEADER)
496 save_header (freezer); 403 _save_header (f);
497 404
498 if (!spaces) 405 if (!spaces)
499 return false; 406 return false;
500 407
501 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
502 { 409 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 410 bool unique = 0;
411
510 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
511 { 413 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
516 unique = 1;
517 415
518 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
519 continue; 417 continue;
520 418
521 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
522 { 420 {
523 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 422 op->write (f);
525 } 423 }
526 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
527 save_object (freezer, op, 1); 425 op->write (f);
528 } 426 }
529 } 427 }
530 428
429 coroapi::cede_to_tick ();
430
531 return true; 431 return true;
532} 432}
533 433
534bool 434bool
535maptile::load_objects (const char *path, bool skip_header) 435maptile::_save_objects (const char *path, int flags)
536{ 436{
537 object_thawer thawer (path); 437 object_freezer freezer;
538 438
539 if (!thawer) 439 if (!_save_objects (freezer, flags))
540 return false; 440 return false;
541 441
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
551 }
552
553 return load_objects (thawer);
554}
555
556bool
557maptile::save_objects (const char *path, int flags)
558{
559 object_freezer freezer;
560
561 if (!save_objects (freezer, flags))
562 return false;
563
564 return freezer.save (path); 442 return freezer.save (path);
565} 443}
566 444
567maptile::maptile () 445maptile::maptile ()
568{ 446{
569 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
570 448
571 /* 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
572 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
573 */ 451 */
574 width = 16; 452 width = 16;
575 height = 16; 453 height = 16;
576 reset_timeout = 0;
577 timeout = 300; 454 timeout = 300;
578 enter_x = 0; 455 max_nrof = 1000; // 1000 items of anything
579 enter_y = 0; 456 max_volume = 2000000; // 2m³
580} 457}
581 458
582maptile::maptile (int w, int h) 459maptile::maptile (int w, int h)
583{ 460{
584 in_memory = MAP_SWAPPED; 461 in_memory = MAP_SWAPPED;
730 * 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
731 * 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.
732 * MSW 2001-07-01 609 * MSW 2001-07-01
733 */ 610 */
734bool 611bool
735maptile::load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
736{ 613{
737 for (;;) 614 for (;;)
738 { 615 {
739 keyword kw = thawer.get_kv ();
740
741 switch (kw) 616 switch (thawer.kw)
742 { 617 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 618 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
757 break; 620 break;
758 621
759 case KW_lore: // CF+ extension 622 case KW_lore: // CF+ extension
790 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
792 655
793 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
794 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;
795 660
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 663
799 // old names new names 664 // old names new names
800 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;
801 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;
809 674
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
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
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
814 } 692 }
693
694 thawer.next ();
815 } 695 }
816 696
817 abort (); 697 abort ();
818}
819
820bool
821maptile::load_header (const char *path)
822{
823 object_thawer thawer (path);
824
825 if (!thawer)
826 return false;
827
828 return load_header (thawer);
829} 698}
830 699
831/****************************************************************************** 700/******************************************************************************
832 * This is the start of unique map handling code 701 * This is the start of unique map handling code
833 *****************************************************************************/ 702 *****************************************************************************/
844 object *above = op->above; 713 object *above = op->above;
845 714
846 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))
847 unique = 1; 716 unique = 1;
848 717
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
850 {
851 op->destroy_inv (false);
852 op->destroy (); 719 op->destroy ();
853 }
854 720
855 op = above; 721 op = above;
856 } 722 }
857 } 723 }
858} 724}
859 725
860bool 726bool
861maptile::save_header (object_freezer &freezer) 727maptile::_save_header (object_freezer &freezer)
862{ 728{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k) 729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
864#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
865 731
866 MAP_OUT2 (arch, "map"); 732 MAP_OUT2 (arch, "map");
868 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
870 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
873 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
874 742
875 if (region) MAP_OUT2 (region, region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
876 744
877 if (shopitems) 745 if (shopitems)
878 { 746 {
879 char shop[MAX_BUF]; 747 char shop[MAX_BUF];
880 print_shop_string (this, shop); 748 print_shop_string (this, shop);
915 783
916 return true; 784 return true;
917} 785}
918 786
919bool 787bool
920maptile::save_header (const char *path) 788maptile::_save_header (const char *path)
921{ 789{
922 object_freezer freezer; 790 object_freezer freezer;
923 791
924 if (!save_header (freezer)) 792 if (!_save_header (freezer))
925 return false; 793 return false;
926 794
927 return freezer.save (path); 795 return freezer.save (path);
928} 796}
929 797
931 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
932 */ 800 */
933void 801void
934maptile::clear () 802maptile::clear ()
935{ 803{
936 if (!spaces) 804 if (spaces)
937 return; 805 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 807 while (object *op = ms->bot)
941 { 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_ ();
942 if (op->head) 816 if (op == head)
943 op = op->head;
944
945 op->destroy_inv (false);
946 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 ());
947 } 826 }
948
949 sfree (spaces, size ()), spaces = 0;
950 827
951 if (buttons) 828 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
953} 833}
954 834
955void 835void
956maptile::clear_header () 836maptile::clear_header ()
957{ 837{
987maptile::do_destroy () 867maptile::do_destroy ()
988{ 868{
989 attachable::do_destroy (); 869 attachable::do_destroy ();
990 870
991 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 }
992} 939}
993 940
994/* 941/*
995 * 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).
996 */ 943 */
1018/* 965/*
1019 * 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.
1020 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1021 * 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.
1022 * 969 *
1023 * 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
1024 * 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
1025 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1027 */ 974 */
1028int 975int
1029maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
1030{ 977{
1031 long monster_cnt = 0; 978 long monster_cnt = 0;
1043 990
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 992 {
1046 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1047 994
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
1049 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1050
1051 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 }
1052 } 1006 }
1053 } 1007 }
1054 1008
1055 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1056 1010
1069 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1070 */ 1024 */
1071int 1025int
1072maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1073{ 1027{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 1028 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1078 return 0; 1030 return 0;
1079 1031
1080 /* inform all players on the map */ 1032 /* inform all players on the map */
1081 if (change > 0) 1033 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 1035 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 1037
1086 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 1039
1098 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1100 return 1; 1043 return 1;
1101} 1044}
1102 1045
1103/* 1046/*
1104 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1107 * through, etc) 1050 * through, etc)
1108 */ 1051 */
1109void 1052void
1110mapspace::update_ () 1053mapspace::update_ ()
1111{ 1054{
1112 object *tmp, *last = 0; 1055 object *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1114 New_Face *top, *floor, *middle; 1057 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 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;
1117 1059
1118 middle = blank_face; 1060 //object *middle = 0;
1119 top = blank_face; 1061 //object *top = 0;
1120 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;
1121 1067
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1069 {
1128 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1135 1072
1136 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1142 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1143 */ 1080 */
1144 if (!tmp->invisible) 1081 if (!tmp->invisible)
1145 { 1082 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1084 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1086 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1155 */ 1089 */
1156 middle = blank_face; 1090 middle = 0;
1157 top = blank_face; 1091 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1092 floor = tmp;
1160 } 1093 }
1161 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1096 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1097 middle = tmp;
1167 anywhere = 1; 1098 anywhere = 1;
1168 } 1099 }
1100
1169 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1171 * top 1103 * top
1172 */ 1104 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1106 middle = tmp;
1177 }
1178 } 1107 }
1179 1108
1180 if (tmp == tmp->above) 1109 if (tmp == tmp->above)
1181 { 1110 {
1182 LOG (llevError, "Error in structure of map\n"); 1111 LOG (llevError, "Error in structure of map\n");
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1127 }
1199 1128
1200 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1130 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1132 this->move_on = move_on;
1204 this->move_off = move_off; 1133 this->move_off = move_off;
1205 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1217 * middle face. This should not happen, as we already have the 1146 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1147 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1149 */
1221 if (top == middle) 1150 if (top == middle)
1222 middle = blank_face; 1151 middle = 0;
1223 1152
1224 /* There are three posibilities at this point: 1153 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1228 */ 1157 */
1229 1158
1230 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1160 {
1232 /* 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 */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1163 break;
1235 1164
1236 /* If two top faces are already set, quit processing */ 1165 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1166 if (top && middle)
1238 break; 1167 break;
1239 1168
1240 /* Only show visible faces */ 1169 /* Only show visible faces */
1241 if (!tmp->invisible) 1170 if (!tmp->invisible)
1242 { 1171 {
1243 /* Fill in top if needed */ 1172 /* Fill in top if needed */
1244 if (top == blank_face) 1173 if (!top)
1245 { 1174 {
1246 top = tmp->face;
1247 top_obj = tmp; 1175 top = tmp;
1248 if (top == middle) 1176 if (top == middle)
1249 middle = blank_face; 1177 middle = 0;
1250 } 1178 }
1251 else 1179 else
1252 { 1180 {
1253 /* top is already set - we should only get here if 1181 /* top is already set - we should only get here if
1254 * middle is not set 1182 * middle is not set
1255 * 1183 *
1256 * Set the middle face and break out, since there is nothing 1184 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1185 * more to fill in. We don't check visiblity here, since
1258 * 1186 *
1259 */ 1187 */
1260 if (tmp->face != top) 1188 if (tmp != top)
1261 { 1189 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1190 middle = tmp;
1264 break; 1191 break;
1265 } 1192 }
1266 } 1193 }
1267 } 1194 }
1268 } 1195 }
1269 1196
1270 if (middle == floor) 1197 if (middle == floor)
1271 middle = blank_face; 1198 middle = 0;
1272 1199
1273 if (top == middle) 1200 if (top == middle)
1274 middle = blank_face; 1201 middle = 0;
1275 1202
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1203#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1204 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1205 faces_obj [1] = middle;
1206 faces_obj [2] = floor;
1207#endif
1279} 1208}
1280 1209
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1210uint64
1282 * the map. It also takes care of linking back the freshly found 1211mapspace::volume () const
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1212{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1213 uint64 vol = 0;
1290 1214
1291 if (!mp) 1215 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1292 { 1216 vol += op->volume ();
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294 1217
1295 if (!mp) 1218 return vol;
1296 { 1219}
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305 1220
1306 int dest_tile = (tile_num + 2) % 4; 1221bool
1222maptile::tile_available (int dir, bool load)
1223{
1224 if (!tile_path[dir])
1225 return 0;
1307 1226
1308 orig_map->tile_map [tile_num] = mp; 1227 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1228 return 1;
1309 1229
1310 // optimisation: back-link map to origin map if euclidean 1230 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1311 //TODO: non-euclidean maps MUST GO 1231 return 1;
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314 1232
1315 return mp; 1233 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1234}
1323 1235
1324/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1237 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1238 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1251 if (!m)
1340 return 0; 1252 return 0;
1341 1253
1342 if (x < 0) 1254 if (x < 0)
1343 { 1255 {
1344 if (!m->tile_path[3]) 1256 if (!m->tile_available (3))
1345 return 1; 1257 return 1;
1346 1258
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 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);
1351 } 1260 }
1352 1261
1353 if (x >= m->width) 1262 if (x >= m->width)
1354 { 1263 {
1355 if (!m->tile_path[1]) 1264 if (!m->tile_available (1))
1356 return 1; 1265 return 1;
1357 1266
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 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);
1362 } 1268 }
1363 1269
1364 if (y < 0) 1270 if (y < 0)
1365 { 1271 {
1366 if (!m->tile_path[0]) 1272 if (!m->tile_available (0))
1367 return 1; 1273 return 1;
1368 1274
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 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);
1373 } 1276 }
1374 1277
1375 if (y >= m->height) 1278 if (y >= m->height)
1376 { 1279 {
1377 if (!m->tile_path[2]) 1280 if (!m->tile_available (2))
1378 return 1; 1281 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1282
1383 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);
1384 } 1284 }
1385 1285
1386 /* Simple case - coordinates are within this local 1286 /* Simple case - coordinates are within this local
1400maptile * 1300maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1301maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1302{
1403 if (x < 0) 1303 if (x < 0)
1404 { 1304 {
1405 if (!tile_path[3]) 1305 if (!tile_available (3))
1406 return 0; 1306 return 0;
1407 1307
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1308 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1309 return tile_map[3]->xy_find (x, y);
1411 } 1310 }
1412 1311
1413 if (x >= width) 1312 if (x >= width)
1414 { 1313 {
1415 if (!tile_path[1]) 1314 if (!tile_available (1))
1416 return 0; 1315 return 0;
1417 1316
1418 find_and_link (this, 1);
1419 x -= width; 1317 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1318 return tile_map[1]->xy_find (x, y);
1421 } 1319 }
1422 1320
1423 if (y < 0) 1321 if (y < 0)
1424 { 1322 {
1425 if (!tile_path[0]) 1323 if (!tile_available (0))
1426 return 0; 1324 return 0;
1427 1325
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1326 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1327 return tile_map[0]->xy_find (x, y);
1431 } 1328 }
1432 1329
1433 if (y >= height) 1330 if (y >= height)
1434 { 1331 {
1435 if (!tile_path[2]) 1332 if (!tile_available (2))
1436 return 0; 1333 return 0;
1437 1334
1438 find_and_link (this, 2);
1439 y -= height; 1335 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1336 return tile_map[2]->xy_find (x, y);
1441 } 1337 }
1442 1338
1443 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
1448 1344
1449/** 1345/**
1450 * 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
1451 * map1 to map2 in dx/dy. 1347 * map1 to map2 in dx/dy.
1452 */ 1348 */
1453static int 1349int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1350adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1351{
1456 if (!map1 || !map2) 1352 if (!map1 || !map2)
1457 return 0; 1353 return 0;
1458 1354
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1355 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1356 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1357 if (map1 == map2)
1462 { 1358 {
1463 *dx = 0; 1359 *dx = 0;
1464 *dy = 0; 1360 *dy = 0;
1549/* From map.c 1445/* From map.c
1550 * This is used by get_player to determine where the other 1446 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1447 * creature is. get_rangevector takes into account map tiling,
1552 * 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
1553 * righte value. distance_x/y are distance away, which 1449 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1450 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1451 * that the creature should head. part is the part of the
1556 * monster that is closest. 1452 * monster that is closest.
1557 * 1453 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1454 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1455 * structure for op1 to get to op2.
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1466get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1467{
1572 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))
1573 { 1469 {
1574 /* be conservative and fill in _some_ data */ 1470 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1471 retval->distance = 10000;
1576 retval->distance_x = 32767; 1472 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1473 retval->distance_y = 10000;
1578 retval->direction = 0; 1474 retval->direction = 0;
1579 retval->part = 0; 1475 retval->part = 0;
1580 } 1476 }
1581 else 1477 else
1582 { 1478 {
1587 1483
1588 best = op1; 1484 best = op1;
1589 /* If this is multipart, find the closest part now */ 1485 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1486 if (!(flags & 0x1) && op1->more)
1591 { 1487 {
1592 object *tmp;
1593 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;
1594 1489
1595 /* 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
1596 * distance instead of doing all that work above again 1491 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1492 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1493 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1494 * below works.
1600 */ 1495 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1497 {
1603 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) +
1604 (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);
1605 if (tmpi < best_distance) 1500 if (tmpi < best_distance)
1606 { 1501 {
1607 best_distance = tmpi; 1502 best_distance = tmpi;
1608 best = tmp; 1503 best = tmp;
1609 } 1504 }
1610 } 1505 }
1506
1611 if (best != op1) 1507 if (best != op1)
1612 { 1508 {
1613 retval->distance_x += op1->x - best->x; 1509 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1510 retval->distance_y += op1->y - best->y;
1615 } 1511 }
1616 } 1512 }
1513
1617 retval->part = best; 1514 retval->part = best;
1618 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));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1517 }
1621} 1518}
1622 1519
1623/* 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
1628 * 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
1629 * 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
1630 * 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
1631 * field of the rv_vector is set to NULL. 1528 * field of the rv_vector is set to NULL.
1632 */ 1529 */
1633
1634void 1530void
1635get_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)
1636{ 1532{
1637 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))
1638 { 1534 {
1639 /* be conservative and fill in _some_ data */ 1535 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1536 retval->distance = 100000;
1647 { 1543 {
1648 retval->distance_x += op2->x - x; 1544 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1545 retval->distance_y += op2->y - y;
1650 1546
1651 retval->part = NULL; 1547 retval->part = NULL;
1652 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);
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1549 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 } 1550 }
1655} 1551}
1656 1552
1657/* 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
1671} 1567}
1672 1568
1673object * 1569object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{ 1571{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 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);
1680} 1573}
1681 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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