ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.84 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.162 by root, Tue Oct 13 18:22:44 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31sint8 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 assign (buf, create_pathname (name));
73 else
74 assign (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 32
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 71 * by the caller.
138 */ 72 */
139int 73int
140blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 75{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 77 * have already checked this.
147 */ 78 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 80 {
152 } 83 }
153 84
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
155 * directly. 86 * directly.
156 */ 87 */
157 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
158 89
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
160 92
161 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 95 * things we need to do for players.
164 */ 96 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 98 return 0;
167 99
168 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
174 */ 106 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 108 return 0;
177 109
178 if (ob->head != NULL)
179 ob = ob->head; 110 ob = ob->head_ ();
180 111
181 /* We basically go through the stack of objects, and if there is 112 /* 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 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
185 */ 116 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
188 120
189 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
191 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
192 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
194 * pass through this space. 128 * pass through this space.
195 */ 129 */
196 if (tmp->last_sp) 130 if (tmp->last_sp)
197 { 131 {
198 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
199 return 1; 133 return 1;
200 else
201 continue;
202 } 134 }
203 else 135 else
204 { 136 {
205 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
206 * if they do, they can't pass through. 138 * if they do, they can't pass through.
207 */ 139 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
209 return 1; 141 return 1;
210 else
211 continue;
212 } 142 }
213 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
214 else 148 else
215 { 149 {
216 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
218 * movement, can't move here. 152 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
220 * hidden dm 154 * dm.
221 */ 155 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
223 return 1; 157 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
226 return 1; 164 return 1;
227 } 165 }
228
229 } 166 }
167
230 return 0; 168 return 0;
231} 169}
232 170
233/* 171/*
234 * Returns true if the given object can't fit in the given spot. 172 * 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, 173 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
239 * 177 *
240 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
241 * 179 *
242 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
254 * 192 *
255 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
257 * against the move_block values. 195 * against the move_block values.
258 */ 196 */
259int 197bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
261{ 199{
262 archetype *tmp; 200 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 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
276 203
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 204 if (!pos.normalise ())
278 { 205 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 206
281 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 208
283 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 210 return 1;
285 211
286 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
287 213 * (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. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 215 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 217 continue;
295 218
296 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
298 */ 221 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
300 return P_NO_PASS; 223 return 1;
301 } 224 }
302 225
303 return 0; 226 return 0;
304} 227}
305 228
323 246
324 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
325 tmp = next; 248 tmp = next;
326 } 249 }
327 250
328 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
329 * carrying. 252 //TODO: remove
330 */ 253 container->update_weight ();
331 sum_weight (container);
332} 254}
333 255
334void 256void
335maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
336{ 258{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
343} 265}
344 266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278}
279
345/* link_multipart_objects go through all the objects on the map looking 280/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 281 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 282 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 283 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 284 */
351void 285void
352maptile::link_multipart_objects () 286maptile::link_multipart_objects ()
353{ 287{
354 if (!spaces) 288 if (!spaces)
355 return; 289 return;
356 290
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 292 {
293 object *op = ms->bot;
294 while (op)
359 { 295 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 297 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 298 {
374 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
375 301
376 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 304 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
391 } 309 }
310 else
311 op = op->above;
392 } 312 }
393
394 tmp = above;
395 } 313 }
396} 314}
397 315
398/* 316/*
399 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 318 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 319 */
403bool 320bool
404maptile::_load_objects (object_thawer &thawer) 321maptile::_load_objects (object_thawer &f)
405{ 322{
406 int unique; 323 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 324 {
414 /* if the archetype for the object is null, means that we 325 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 326
416 * or editor will not be able to do anything with it either. 327 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 328 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
421 continue; 361 continue;
422 }
423 362
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 363 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
437 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
438 break; 369 break;
439 } 370 }
440 371
441 op = object::create (); 372 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 373 }
462#endif
463 374
464 return true; 375 return true;
465} 376}
466 377
467void 378void
468maptile::activate () 379maptile::activate ()
469{ 380{
470 if (!spaces) 381 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 384 op->activate_recursive ();
476} 385}
477 386
478void 387void
479maptile::deactivate () 388maptile::deactivate ()
480{ 389{
481 if (!spaces) 390 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 393 op->deactivate_recursive ();
487} 394}
488 395
489bool 396bool
490maptile::_save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
491{ 398{
492 static int cede_count = 0; 399 coroapi::cede_to_tick ();
493 400
494 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
495 _save_header (freezer); 402 _save_header (f);
496 403
497 if (!spaces) 404 if (!spaces)
498 return false; 405 return false;
499 406
500 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
501 { 408 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 409 bool unique = 0;
410
511 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
512 { 412 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
517 unique = 1;
518 414
519 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
520 continue; 416 continue;
521 417
522 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
523 { 419 {
524 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 421 op->write (f);
526 } 422 }
527 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
528 save_object (freezer, op, 1); 424 op->write (f);
529 } 425 }
530 } 426 }
531 427
428 coroapi::cede_to_tick ();
429
532 return true; 430 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555} 431}
556 432
557bool 433bool
558maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
559{ 435{
568maptile::maptile () 444maptile::maptile ()
569{ 445{
570 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
571 447
572 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
574 */ 450 */
575 width = 16; 451 width = 16;
576 height = 16; 452 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 453 timeout = 300;
579 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 455 max_volume = 2000000; // 2m³
581} 456}
582 457
583maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
584{ 459{
585 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
735bool 610bool
736maptile::_load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
737{ 612{
738 for (;;) 613 for (;;)
739 { 614 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 615 switch (thawer.kw)
743 { 616 {
744 case KW_msg: 617 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
746 break; 619 break;
747 620
779 case KW_winddir: thawer.get (winddir); break; 652 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
781 654
782 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
784 659
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 662
788 // old names new names 663 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
804 case KW_end: 683 case KW_end:
684 thawer.next ();
805 return true; 685 return true;
806 686
807 default: 687 default:
808 if (!thawer.parse_error (kw, "map", 0)) 688 if (!thawer.parse_error ("map", 0))
809 return false; 689 return false;
810 break; 690 break;
811 } 691 }
692
693 thawer.next ();
812 } 694 }
813 695
814 abort (); 696 abort ();
815}
816
817bool
818maptile::_load_header (const char *path)
819{
820 object_thawer thawer (path);
821
822 if (!thawer)
823 return false;
824
825 return _load_header (thawer);
826} 697}
827 698
828/****************************************************************************** 699/******************************************************************************
829 * This is the start of unique map handling code 700 * This is the start of unique map handling code
830 *****************************************************************************/ 701 *****************************************************************************/
841 object *above = op->above; 712 object *above = op->above;
842 713
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 715 unique = 1;
845 716
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 {
848 op->destroy_inv (false);
849 op->destroy (); 718 op->destroy ();
850 }
851 719
852 op = above; 720 op = above;
853 } 721 }
854 } 722 }
855} 723}
865 if (name) MAP_OUT (name); 733 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 734 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 735 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 736 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 737 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
870 MAP_OUT (difficulty); 740 MAP_OUT (difficulty);
871 741
872 if (default_region) MAP_OUT2 (region, default_region->name); 742 if (default_region) MAP_OUT2 (region, default_region->name);
873 743
874 if (shopitems) 744 if (shopitems)
928 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
929 */ 799 */
930void 800void
931maptile::clear () 801maptile::clear ()
932{ 802{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
935
936 if (spaces) 803 if (spaces)
937 { 804 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 806 while (object *op = ms->bot)
940 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
941 if (op->head) 815 if (op == head)
942 op = op->head;
943
944 op->destroy_inv (false);
945 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
946 } 822 }
947 823
948 sfree (spaces, size ()), spaces = 0; 824 sfree0 (spaces, size ());
949 } 825 }
950 826
951 if (buttons) 827 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
953} 832}
954 833
955void 834void
956maptile::clear_header () 835maptile::clear_header ()
957{ 836{
989 attachable::do_destroy (); 868 attachable::do_destroy ();
990 869
991 clear (); 870 clear ();
992} 871}
993 872
994/* 873/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them).
996 */
997void 874void
998maptile::update_buttons () 875maptile::do_decay_objects ()
999{ 876{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1002 { 882 {
1003 if (!ol->ob) 883 above = op->above;
884
885 bool destroy = 0;
886
887 // do not decay anything above unique floor tiles (yet :)
888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
889 break;
890
891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
893 || QUERY_FLAG (op, FLAG_UNIQUE)
894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
895 || QUERY_FLAG (op, FLAG_UNPAID)
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
1004 { 899 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
1007 continue; 902 destroy = 1;
1008 } 903 }
1009 904 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 905 {
1012 update_button (ol->ob); 906 op->stats.ac--;
1013 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
1014 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 || (mat & M_ICE && temp > 32))
931 destroy = 1;
932 }
933
934 /* adjust overall chance below */
935 if (destroy && rndm (0, 1))
936 op->destroy ();
1015 } 937 }
1016} 938}
1017 939
1018/* 940/*
1019 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
1022 * 944 *
1023 * Difficulty can now be set by the map creature. If the value stored 945 * 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 946 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
1027 */ 949 */
1028int 950int
1029maptile::estimate_difficulty () const 951maptile::estimate_difficulty () const
1030{ 952{
1031 long monster_cnt = 0; 953 long monster_cnt = 0;
1043 965
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 966 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 967 {
1046 total_exp += op->stats.exp; 968 total_exp += op->stats.exp;
1047 969
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 970 if (archetype *at = op->other_arch)
971 {
1049 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 973 monster_cnt++;
974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
1052 } 981 }
1053 } 982 }
1054 983
1055 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1056 985
1069 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1070 */ 999 */
1071int 1000int
1072maptile::change_map_light (int change) 1001maptile::change_map_light (int change)
1073{ 1002{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 1003 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1004 if (!change)
1078 return 0; 1005 return 0;
1079 1006
1080 /* inform all players on the map */ 1007 /* inform all players on the map */
1081 if (change > 0) 1008 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 1010 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 1012
1086 /* Do extra checking. since darkness is a unsigned value, 1013 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 1014
1098 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1016 update_all_map_los (this);
1017
1100 return 1; 1018 return 1;
1101} 1019}
1102 1020
1103/* 1021/*
1104 * This function updates various attributes about a specific space 1022 * This function updates various attributes about a specific space
1107 * through, etc) 1025 * through, etc)
1108 */ 1026 */
1109void 1027void
1110mapspace::update_ () 1028mapspace::update_ ()
1111{ 1029{
1112 object *tmp, *last = 0; 1030 object *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1114 facetile *top, *floor, *middle; 1032 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; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1034
1118 middle = blank_face; 1035 //object *middle = 0;
1119 top = blank_face; 1036 //object *top = 0;
1120 floor = blank_face; 1037 //object *floor = 0;
1038 // this seems to generate better code than using locals, above
1039 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0;
1041 object *&floor = faces_obj[2] = 0;
1121 1042
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1044 {
1128 /* This could be made additive I guess (two lights better than 1045 // 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; 1046 light += tmp->glow_radius;
1135 1047
1136 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1142 * Always put the player down for drawing. 1054 * Always put the player down for drawing.
1143 */ 1055 */
1144 if (!tmp->invisible) 1056 if (!tmp->invisible)
1145 { 1057 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1059 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1061 {
1153 /* If we got a floor, that means middle and top were below it, 1062 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1063 * so should not be visible, so we clear them.
1155 */ 1064 */
1156 middle = blank_face; 1065 middle = 0;
1157 top = blank_face; 1066 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1067 floor = tmp;
1160 } 1068 }
1161 /* Flag anywhere have high priority */ 1069 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1071 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1072 middle = tmp;
1167 anywhere = 1; 1073 anywhere = 1;
1168 } 1074 }
1075
1169 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1171 * top 1078 * top
1172 */ 1079 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1081 middle = tmp;
1177 }
1178 } 1082 }
1179 1083
1180 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1181 { 1085 {
1182 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1102 }
1199 1103
1200 this->light = light; 1104 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1105 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1106 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1107 this->move_on = move_on;
1204 this->move_off = move_off; 1108 this->move_off = move_off;
1205 this->move_slow = move_slow; 1109 this->move_slow = move_slow;
1217 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1220 */ 1124 */
1221 if (top == middle) 1125 if (top == middle)
1222 middle = blank_face; 1126 middle = 0;
1223 1127
1224 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1228 */ 1132 */
1229 1133
1230 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1135 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1138 break;
1235 1139
1236 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1238 break; 1142 break;
1239 1143
1240 /* Only show visible faces */ 1144 /* Only show visible faces */
1241 if (!tmp->invisible) 1145 if (!tmp->invisible)
1242 { 1146 {
1243 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1244 if (top == blank_face) 1148 if (!top)
1245 { 1149 {
1246 top = tmp->face;
1247 top_obj = tmp; 1150 top = tmp;
1248 if (top == middle) 1151 if (top == middle)
1249 middle = blank_face; 1152 middle = 0;
1250 } 1153 }
1251 else 1154 else
1252 { 1155 {
1253 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1254 * middle is not set 1157 * middle is not set
1255 * 1158 *
1256 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1258 * 1161 *
1259 */ 1162 */
1260 if (tmp->face != top) 1163 if (tmp != top)
1261 { 1164 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1165 middle = tmp;
1264 break; 1166 break;
1265 } 1167 }
1266 } 1168 }
1267 } 1169 }
1268 } 1170 }
1269 1171
1270 if (middle == floor) 1172 if (middle == floor)
1271 middle = blank_face; 1173 middle = 0;
1272 1174
1273 if (top == middle) 1175 if (top == middle)
1274 middle = blank_face; 1176 middle = 0;
1275 1177
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1279} 1183}
1280 1184
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1185uint64
1282 * the map. It also takes care of linking back the freshly found 1186mapspace::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{ 1187{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1188 uint64 vol = 0;
1290 1189
1291 if (!mp) 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1292 { 1191 vol += op->volume ();
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294 1192
1295 if (!mp) 1193 return vol;
1296 { 1194}
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1195
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1196maptile *
1299 &orig_map->tile_path[tile_num], &orig_map->path); 1197maptile::tile_available (int dir, bool load)
1300 mp = new maptile (1, 1); 1198{
1301 mp->alloc (); 1199 if (tile_path[dir])
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 } 1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1305 1203
1306 int dest_tile = (tile_num + 2) % 4; 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1307 1207
1308 orig_map->tile_map [tile_num] = mp;
1309
1310 // optimisation: back-link map to origin map if euclidean
1311 //TODO: non-euclidean maps MUST GO
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
1315 return mp; 1208 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} 1209}
1323 1210
1324/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1226 if (!m)
1340 return 0; 1227 return 0;
1341 1228
1342 if (x < 0) 1229 if (x < 0)
1343 { 1230 {
1344 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1345 return 1; 1232 return 1;
1346 1233
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); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 } 1235 }
1352 1236
1353 if (x >= m->width) 1237 if (x >= m->width)
1354 { 1238 {
1355 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1356 return 1; 1240 return 1;
1357 1241
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); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1362 } 1243 }
1363 1244
1364 if (y < 0) 1245 if (y < 0)
1365 { 1246 {
1366 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1367 return 1; 1248 return 1;
1368 1249
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); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 } 1251 }
1374 1252
1375 if (y >= m->height) 1253 if (y >= m->height)
1376 { 1254 {
1377 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1378 return 1; 1256 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 1257
1383 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1384 } 1259 }
1385 1260
1386 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1400maptile * 1275maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1277{
1403 if (x < 0) 1278 if (x < 0)
1404 { 1279 {
1405 if (!tile_path[3]) 1280 if (!tile_available (3))
1406 return 0; 1281 return 0;
1407 1282
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1283 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1284 return tile_map[3]->xy_find (x, y);
1411 } 1285 }
1412 1286
1413 if (x >= width) 1287 if (x >= width)
1414 { 1288 {
1415 if (!tile_path[1]) 1289 if (!tile_available (1))
1416 return 0; 1290 return 0;
1417 1291
1418 find_and_link (this, 1);
1419 x -= width; 1292 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1293 return tile_map[1]->xy_find (x, y);
1421 } 1294 }
1422 1295
1423 if (y < 0) 1296 if (y < 0)
1424 { 1297 {
1425 if (!tile_path[0]) 1298 if (!tile_available (0))
1426 return 0; 1299 return 0;
1427 1300
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1301 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1302 return tile_map[0]->xy_find (x, y);
1431 } 1303 }
1432 1304
1433 if (y >= height) 1305 if (y >= height)
1434 { 1306 {
1435 if (!tile_path[2]) 1307 if (!tile_available (2))
1436 return 0; 1308 return 0;
1437 1309
1438 find_and_link (this, 2);
1439 y -= height; 1310 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1311 return tile_map[2]->xy_find (x, y);
1441 } 1312 }
1442 1313
1443 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1326{
1456 if (!map1 || !map2) 1327 if (!map1 || !map2)
1457 return 0; 1328 return 0;
1458 1329
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1331 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1332 if (map1 == map2)
1462 { 1333 {
1463 *dx = 0; 1334 *dx = 0;
1464 *dy = 0; 1335 *dy = 0;
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1442{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1444 {
1574 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1446 retval->distance = 10000;
1576 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
1578 retval->direction = 0; 1449 retval->direction = 0;
1579 retval->part = 0; 1450 retval->part = 0;
1580 } 1451 }
1581 else 1452 else
1582 { 1453 {
1587 1458
1588 best = op1; 1459 best = op1;
1589 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
1591 { 1462 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1464
1595 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1469 * below works.
1600 */ 1470 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1472 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 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); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
1606 { 1476 {
1615 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
1616 } 1486 }
1617 } 1487 }
1618 1488
1619 retval->part = best; 1489 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1492 }
1623} 1493}
1624 1494
1625/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
1647 else 1517 else
1648 { 1518 {
1649 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1650 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1651 1521
1652 retval->part = NULL; 1522 retval->part = 0;
1653 retval->distance = idistance (retval->distance_x, retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1654 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1655 } 1525 }
1656} 1526}
1657 1527
1658/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1672} 1542}
1673 1543
1674object * 1544object *
1675maptile::insert (object *op, int x, int y, object *originator, int flags) 1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1676{ 1546{
1677 if (!op->flag [FLAG_REMOVED])
1678 op->remove ();
1679
1680 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1681} 1548}
1682 1549
1683region * 1550region *
1684maptile::region (int x, int y) const 1551maptile::region (int x, int y) const
1693 return default_region; 1560 return default_region;
1694 1561
1695 return ::region::default_region (); 1562 return ::region::default_region ();
1696} 1563}
1697 1564
1565/* picks a random object from a style map.
1566 */
1567object *
1568maptile::pick_random_object (rand_gen &gen) const
1569{
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick->head_ ();
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug");
1587}
1588
1589void
1590maptile::play_sound (faceidx sound, int x, int y) const
1591{
1592 if (!sound)
1593 return;
1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1611 for_all_players (pl)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 }
1622}
1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines