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Revision 1.96 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.176 by root, Tue Nov 10 05:11:05 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 (©) 2005,2006,2007,2008,2009 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 <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 32
48/* 33sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 97 return 0;
168 98
169 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
186 */ 115 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 117 {
189 118 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 119 {
193 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
195 * pass through this space. 122 return 1;
196 */ 123 else
197 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
198 { 127 {
199 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
200 return 1; 132 return 1;
201 else 133 }
202 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
203 } 143 }
204 else 144 else
205 { 145 return 1; // unconditional block
206 /* In this case, the player must not have the object - 146
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 147 } else {
216 { 148 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
219 * movement, can't move here. 151
220 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 153 && tmp->head_ () != ob
222 */ 154 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
224 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 157 return 1;
228 } 158 }
229
230 } 159 }
160
231 return 0; 161 return 0;
232} 162}
233 163
234/* 164/*
235 * Returns true if the given object can't fit in the given spot. 165 * 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, 166 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
240 * 170 *
241 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
242 * 172 *
243 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
255 * 185 *
256 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
258 * against the move_block values. 188 * against the move_block values.
259 */ 189 */
260int 190bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
262{ 192{
263 archetype *tmp; 193 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 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
277 196
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
279 { 198 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 199
282 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 201
284 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 203 return 1;
286 204
287 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
288 206 * (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. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 208 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 210 continue;
296 211
297 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
299 */ 214 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
301 return P_NO_PASS; 216 return 1;
302 } 217 }
303 218
304 return 0; 219 return 0;
305} 220}
306 221
307/* When the map is loaded, load_object does not actually insert objects 222//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 223
335void 224void
336maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
337{ 226{
338 if (!spaces) 227 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
344} 233}
345 234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
262
346/* link_multipart_objects go through all the objects on the map looking 263/* 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 264 * 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 265 * 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 266 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 267 */
352void 268void
353maptile::link_multipart_objects () 269maptile::link_multipart_objects ()
354{ 270{
355 if (!spaces) 271 if (!spaces)
356 return; 272 return;
357 273
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 275 {
276 object *op = ms->bot;
277 while (op)
360 { 278 {
361 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 281 {
373 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
374 284
375 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
390 } 292 }
293 else
294 op = op->above;
391 } 295 }
392 } 296 }
393} 297}
298
299//-GPL
394 300
395/* 301/*
396 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 303 * file pointer.
398 */ 304 */
399bool 305bool
400maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
401{ 307{
402 for (;;) 308 for (;;)
403 { 309 {
404 coroapi::cede_every (1000); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
405 311
406 switch (f.kw) 312 switch (f.kw)
407 { 313 {
408 case KW_arch: 314 case KW_arch:
409 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
410 { 316 {
317 // TODO: why?
411 if (op->inv) 318 if (op->inv)
412 sum_weight (op); 319 op->update_weight ();
413 320
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
415 } 344 }
416 345
417 continue; 346 continue;
418 347
419 case KW_EOF: 348 case KW_EOF:
432} 361}
433 362
434void 363void
435maptile::activate () 364maptile::activate ()
436{ 365{
437 if (!spaces) 366 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 369 op->activate_recursive ();
443} 370}
444 371
445void 372void
446maptile::deactivate () 373maptile::deactivate ()
447{ 374{
448 if (!spaces) 375 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 378 op->deactivate_recursive ();
454} 379}
455 380
456bool 381bool
457maptile::_save_objects (object_freezer &f, int flags) 382maptile::_save_objects (object_freezer &f, int flags)
458{ 383{
459 static int cede_count = 0; 384 coroapi::cede_to_tick ();
460 385
461 if (flags & IO_HEADER) 386 if (flags & IO_HEADER)
462 _save_header (f); 387 _save_header (f);
463 388
464 if (!spaces) 389 if (!spaces)
465 return false; 390 return false;
466 391
467 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
468 { 393 {
469 if (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
475 int unique = 0; 394 bool unique = 0;
395
476 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
477 { 397 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
482 unique = 1;
483 399
484 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
485 continue; 401 continue;
486 402
487 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
488 { 404 {
489 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
490 op->write (f); 406 op->write (f);
491 } 407 }
492 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
493 op->write (f); 409 op->write (f);
494 } 410 }
495 } 411 }
496 412
413 coroapi::cede_to_tick ();
414
497 return true; 415 return true;
498}
499
500bool
501maptile::_load_objects (const char *path, bool skip_header)
502{
503 object_thawer f (path);
504
505 if (!f)
506 return false;
507
508 f.next ();
509
510 if (skip_header)
511 for (;;)
512 {
513 keyword kw = f.kw;
514 f.skip ();
515 if (kw == KW_end)
516 break;
517 }
518
519 return _load_objects (f);
520} 416}
521 417
522bool 418bool
523maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
524{ 420{
538 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
539 */ 435 */
540 width = 16; 436 width = 16;
541 height = 16; 437 height = 16;
542 timeout = 300; 438 timeout = 300;
543 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
544 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
545} 441}
546 442
547maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
548{ 444{
569 if (spaces) 465 if (spaces)
570 return; 466 return;
571 467
572 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
573} 469}
470
471//+GPL
574 472
575/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
576 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
577 * at a later date. 475 * at a later date.
578 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
655 return items; 553 return items;
656} 554}
657 555
658/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
659 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
660static void 558static const char *
661print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
662{ 560{
663 int i; 561 static dynbuf_text buf; buf.clear ();
664 char tmp[MAX_BUF];
665 562
666 strcpy (output_string, "");
667 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
668 { 564 {
669 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
670 { 566 {
671 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
672 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
673 else 569 else
674 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
675 } 571 }
676 else 572 else
677 { 573 {
678 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
679 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
680 else 576 else
681 sprintf (tmp, "*"); 577 buf.printf ("*");
682 } 578 }
683
684 strcat (output_string, tmp);
685 } 579 }
580
581 return buf;
686} 582}
583
584//-GPL
687 585
688/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
689 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
690 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
691 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
699bool 597bool
700maptile::_load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
701{ 599{
702 for (;;) 600 for (;;)
703 { 601 {
704 keyword kw = thawer.get_kv ();
705
706 switch (kw) 602 switch (thawer.kw)
707 { 603 {
708 case KW_msg: 604 case KW_msg:
709 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
710 break; 606 break;
711 607
743 case KW_winddir: thawer.get (winddir); break; 639 case KW_winddir: thawer.get (winddir); break;
744 case KW_sky: thawer.get (sky); break; 640 case KW_sky: thawer.get (sky); break;
745 641
746 case KW_per_player: thawer.get (per_player); break; 642 case KW_per_player: thawer.get (per_player); break;
747 case KW_per_party: thawer.get (per_party); break; 643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
748 646
749 case KW_region: default_region = region::find (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
751 649
752 // old names new names 650 // old names new names
763 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
764 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
765 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
766 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
767 665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
768 case KW_end: 670 case KW_end:
671 thawer.next ();
769 return true; 672 return true;
770 673
771 default: 674 default:
772 if (!thawer.parse_error ("map", 0)) 675 if (!thawer.parse_error ("map", 0))
773 return false; 676 return false;
774 break; 677 break;
775 } 678 }
679
680 thawer.next ();
776 } 681 }
777 682
778 abort (); 683 abort ();
779} 684}
780 685
781bool 686//+GPL
782maptile::_load_header (const char *path)
783{
784 object_thawer thawer (path);
785
786 if (!thawer)
787 return false;
788
789 return _load_header (thawer);
790}
791 687
792/****************************************************************************** 688/******************************************************************************
793 * This is the start of unique map handling code 689 * This is the start of unique map handling code
794 *****************************************************************************/ 690 *****************************************************************************/
795 691
805 object *above = op->above; 701 object *above = op->above;
806 702
807 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
808 unique = 1; 704 unique = 1;
809 705
810 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
811 {
812 op->destroy_inv (false);
813 op->destroy (); 707 op->destroy ();
814 }
815 708
816 op = above; 709 op = above;
817 } 710 }
818 } 711 }
819} 712}
713
714//-GPL
820 715
821bool 716bool
822maptile::_save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
823{ 718{
824#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
829 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
830 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
831 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
832 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
833 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
834 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
835
836 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
837 733
838 if (shopitems) 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
839 {
840 char shop[MAX_BUF];
841 print_shop_string (this, shop);
842 MAP_OUT2 (shopitems, shop);
843 }
844
845 MAP_OUT (shopgreed); 735 MAP_OUT (shopgreed);
846 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
847 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
848 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
849 MAP_OUT (darkness); 740 MAP_OUT (darkness);
850 MAP_OUT (width); 741 MAP_OUT (width);
851 MAP_OUT (height); 742 MAP_OUT (height);
852 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
853 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
886 return false; 777 return false;
887 778
888 return freezer.save (path); 779 return freezer.save (path);
889} 780}
890 781
782//+GPL
783
891/* 784/*
892 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
893 */ 786 */
894void 787void
895maptile::clear () 788maptile::clear ()
896{ 789{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
900 if (spaces) 790 if (spaces)
901 { 791 {
902 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
903 while (object *op = ms->bot) 793 while (object *op = ms->bot)
904 { 794 {
795 // manually remove, as to not trigger anything
796 if (ms->bot = op->above)
797 ms->bot->below = 0;
798
799 op->flag [FLAG_REMOVED] = true;
800
801 object *head = op->head_ ();
905 if (op->head) 802 if (op == head)
906 op = op->head;
907
908 op->destroy_inv (false);
909 op->destroy (); 803 op->destroy ();
804 else if (head->map != op->map)
805 {
806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
807 head->destroy ();
808 }
910 } 809 }
911 810
912 sfree (spaces, size ()), spaces = 0; 811 sfree0 (spaces, size ());
913 } 812 }
914 813
915 if (buttons) 814 if (buttons)
916 free_objectlinkpt (buttons), buttons = 0; 815 free_objectlinkpt (buttons), buttons = 0;
816
817 sfree0 (regions, size ());
818 delete [] regionmap; regionmap = 0;
917} 819}
918 820
919void 821void
920maptile::clear_header () 822maptile::clear_header ()
921{ 823{
953 attachable::do_destroy (); 855 attachable::do_destroy ();
954 856
955 clear (); 857 clear ();
956} 858}
957 859
958/* 860/* decay and destroy perishable items in a map */
959 * Updates every button on the map (by calling update_button() for them).
960 */
961void 861void
962maptile::update_buttons () 862maptile::do_decay_objects ()
963{ 863{
964 for (oblinkpt *obp = buttons; obp; obp = obp->next) 864 if (!spaces)
965 for (objectlink *ol = obp->link; ol; ol = ol->next) 865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
966 { 869 {
967 if (!ol->ob) 870 above = op->above;
871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876 break;
877
878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880 || QUERY_FLAG (op, FLAG_UNIQUE)
881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882 || QUERY_FLAG (op, FLAG_UNPAID)
883 || op->is_alive ())
884 ; // do not decay
885 else if (op->is_weapon ())
968 { 886 {
969 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 887 op->stats.dam--;
970 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 888 if (op->stats.dam < 0)
971 continue; 889 destroy = 1;
972 } 890 }
973 891 else if (op->is_armor ())
974 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
975 { 892 {
976 update_button (ol->ob); 893 op->stats.ac--;
977 break; 894 if (op->stats.ac < 0)
895 destroy = 1;
978 } 896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
903 else
904 {
905 int mat = op->materials;
906
907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
919 }
920
921 /* adjust overall chance below */
922 if (destroy && rndm (0, 1))
923 op->destroy ();
979 } 924 }
980} 925}
981 926
982/* 927/*
983 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
984 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
985 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
986 * 931 *
987 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
988 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
989 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
990 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
991 */ 936 */
992int 937int
993maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
994{ 939{
995 long monster_cnt = 0; 940 long monster_cnt = 0;
1007 952
1008 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1009 { 954 {
1010 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1011 956
1012 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
1013 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1014
1015 monster_cnt++; 960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1016 } 968 }
1017 } 969 }
1018 970
1019 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1020 972
1033 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1034 */ 986 */
1035int 987int
1036maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1037{ 989{
1038 int new_level = darkness + change;
1039
1040 /* Nothing to do */ 990 /* Nothing to do */
1041 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1042 return 0; 992 return 0;
1043 993
1044 /* inform all players on the map */ 994 /* inform all players on the map */
1045 if (change > 0) 995 if (change > 0)
1046 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1047 else 997 else
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1049 999
1050 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1051 * we need to be extra careful about negative values.
1052 * In general, the checks below are only needed if change
1053 * is not +/-1
1054 */
1055 if (new_level < 0)
1056 darkness = 0;
1057 else if (new_level >= MAX_DARKNESS)
1058 darkness = MAX_DARKNESS;
1059 else
1060 darkness = new_level;
1061 1001
1062 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1063 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1064 return 1; 1005 return 1;
1065} 1006}
1066 1007
1067/* 1008/*
1068 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1071 * through, etc) 1012 * through, etc)
1072 */ 1013 */
1073void 1014void
1074mapspace::update_ () 1015mapspace::update_ ()
1075{ 1016{
1076 object *tmp, *last = 0; 1017 object *last = 0;
1077 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1079 1025
1080 //object *middle = 0; 1026 //object *middle = 0;
1081 //object *top = 0; 1027 //object *top = 0;
1082 //object *floor = 0; 1028 //object *floor = 0;
1083 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1084 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1085 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1086 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1087 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1089 { 1037 {
1090 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1091 * one). But if so, it shouldn't be a simple additive - 2
1092 * light bulbs do not illuminate twice as far as once since
1093 * it is a dissapation factor that is cubed.
1094 */
1095 if (tmp->glow_radius > light)
1096 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1097 1040
1098 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1099 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1100 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1101 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1102 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1103 * 1046 *
1104 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1105 */ 1048 */
1106 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1107 { 1050 {
1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1109 top = tmp; 1052 top = tmp;
1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1111 { 1054 {
1112 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1113 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1114 */ 1057 */
1115 middle = 0; 1058 middle = 0;
1116 top = 0; 1059 top = 0;
1117 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1118 } 1063 }
1119 /* Flag anywhere have high priority */ 1064 else
1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1121 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1122 middle = tmp; 1083 middle = tmp;
1123 anywhere = 1; 1084 }
1124 } 1085 }
1125 /* Find the highest visible face around. If equal
1126 * visibilities, we still want the one nearer to the
1127 * top
1128 */
1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1130 middle = tmp;
1131 }
1132
1133 if (tmp == tmp->above)
1134 {
1135 LOG (llevError, "Error in structure of map\n");
1136 exit (-1);
1137 } 1086 }
1138 1087
1139 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1140 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1141 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1142 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1143 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1144 1093
1145 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1146 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1147 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1148 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1149 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1150 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1151 } 1098 }
1152 1099
1153 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1154 this->flags_ = flags; 1111 this->flags_ = flags;
1155 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1156 this->move_on = move_on; 1113 this->move_on = move_on;
1157 this->move_off = move_off; 1114 this->move_off = move_off;
1158 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1159 1118
1160 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1161 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1162 * this point. 1121 * this point.
1163 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1178 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1179 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1180 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1181 */ 1140 */
1182 1141
1183 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1184 { 1143 {
1185 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1187 break; 1146 break;
1188 1147
1229 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1230 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1231#endif 1190#endif
1232} 1191}
1233 1192
1234uint64 1193maptile *
1235mapspace::volume () const 1194maptile::tile_available (int dir, bool load)
1236{ 1195{
1237 uint64 vol = 0; 1196 if (tile_path[dir])
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1243}
1244
1245/* this updates the orig_map->tile_map[tile_num] value after finding
1246 * the map. It also takes care of linking back the freshly found
1247 * maps tile_map values if it tiles back to this one. It returns
1248 * the value of orig_map->tile_map[tile_num].
1249 */
1250static inline maptile *
1251find_and_link (maptile *orig_map, int tile_num)
1252{
1253 maptile *mp = orig_map->tile_map [tile_num];
1254
1255 if (!mp)
1256 {
1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1258
1259 if (!mp)
1260 {
1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1263 &orig_map->tile_path[tile_num], &orig_map->path);
1264 mp = new maptile (1, 1);
1265 mp->alloc ();
1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1268 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1269 1200
1270 int dest_tile = (tile_num + 2) % 4; 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
1271 1204
1272 orig_map->tile_map [tile_num] = mp;
1273
1274 // optimisation: back-link map to origin map if euclidean
1275 //TODO: non-euclidean maps MUST GO
1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1278
1279 return mp; 1205 return 0;
1280}
1281
1282static inline void
1283load_and_link (maptile *orig_map, int tile_num)
1284{
1285 find_and_link (orig_map, tile_num)->load_sync ();
1286} 1206}
1287 1207
1288/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1289 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1290 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1303 if (!m) 1223 if (!m)
1304 return 0; 1224 return 0;
1305 1225
1306 if (x < 0) 1226 if (x < 0)
1307 { 1227 {
1308 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1309 return 1; 1229 return 1;
1310 1230
1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1312 find_and_link (m, 3);
1313
1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1315 } 1232 }
1316 1233
1317 if (x >= m->width) 1234 if (x >= m->width)
1318 { 1235 {
1319 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1320 return 1; 1237 return 1;
1321 1238
1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1323 find_and_link (m, 1);
1324
1325 return out_of_map (m->tile_map[1], x - m->width, y); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
1326 } 1240 }
1327 1241
1328 if (y < 0) 1242 if (y < 0)
1329 { 1243 {
1330 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1331 return 1; 1245 return 1;
1332 1246
1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1334 find_and_link (m, 0);
1335
1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1337 } 1248 }
1338 1249
1339 if (y >= m->height) 1250 if (y >= m->height)
1340 { 1251 {
1341 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1342 return 1; 1253 return 1;
1343
1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1345 find_and_link (m, 2);
1346 1254
1347 return out_of_map (m->tile_map[2], x, y - m->height); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
1348 } 1256 }
1349 1257
1350 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1364maptile * 1272maptile *
1365maptile::xy_find (sint16 &x, sint16 &y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1366{ 1274{
1367 if (x < 0) 1275 if (x < 0)
1368 { 1276 {
1369 if (!tile_path[3]) 1277 if (!tile_available (3))
1370 return 0; 1278 return 0;
1371 1279
1372 find_and_link (this, 3);
1373 x += tile_map[3]->width; 1280 x += tile_map[3]->width;
1374 return tile_map[3]->xy_find (x, y); 1281 return tile_map[3]->xy_find (x, y);
1375 } 1282 }
1376 1283
1377 if (x >= width) 1284 if (x >= width)
1378 { 1285 {
1379 if (!tile_path[1]) 1286 if (!tile_available (1))
1380 return 0; 1287 return 0;
1381 1288
1382 find_and_link (this, 1);
1383 x -= width; 1289 x -= width;
1384 return tile_map[1]->xy_find (x, y); 1290 return tile_map[1]->xy_find (x, y);
1385 } 1291 }
1386 1292
1387 if (y < 0) 1293 if (y < 0)
1388 { 1294 {
1389 if (!tile_path[0]) 1295 if (!tile_available (0))
1390 return 0; 1296 return 0;
1391 1297
1392 find_and_link (this, 0);
1393 y += tile_map[0]->height; 1298 y += tile_map[0]->height;
1394 return tile_map[0]->xy_find (x, y); 1299 return tile_map[0]->xy_find (x, y);
1395 } 1300 }
1396 1301
1397 if (y >= height) 1302 if (y >= height)
1398 { 1303 {
1399 if (!tile_path[2]) 1304 if (!tile_available (2))
1400 return 0; 1305 return 0;
1401 1306
1402 find_and_link (this, 2);
1403 y -= height; 1307 y -= height;
1404 return tile_map[2]->xy_find (x, y); 1308 return tile_map[2]->xy_find (x, y);
1405 } 1309 }
1406 1310
1407 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1419{ 1323{
1420 if (!map1 || !map2) 1324 if (!map1 || !map2)
1421 return 0; 1325 return 0;
1422 1326
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!) 1328 //fix: compare paths instead (this is likely faster, too!)
1425 if (map1 == map2) 1329 if (map1 == map2)
1426 { 1330 {
1427 *dx = 0; 1331 *dx = 0;
1428 *dy = 0; 1332 *dy = 0;
1610 else 1514 else
1611 { 1515 {
1612 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1613 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1614 1518
1615 retval->part = NULL; 1519 retval->part = 0;
1616 retval->distance = idistance (retval->distance_x, retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1618 } 1522 }
1619} 1523}
1620 1524
1621/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
1632 int dx, dy; 1536 int dx, dy;
1633 1537
1634 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1635} 1539}
1636 1540
1541//-GPL
1542
1637object * 1543object *
1638maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1639{ 1545{
1640 if (!op->flag [FLAG_REMOVED])
1641 op->remove ();
1642
1643 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1644} 1547}
1645 1548
1646region * 1549region *
1647maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1656 return default_region; 1559 return default_region;
1657 1560
1658 return ::region::default_region (); 1561 return ::region::default_region ();
1659} 1562}
1660 1563
1564//+GPL
1565
1661/* picks a random object from a style map. 1566/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */ 1567 */
1665object * 1568object *
1666maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1667{ 1570{
1668 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1673 */ 1576 */
1674 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1675 { 1578 {
1676 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1677 1580
1678 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1680 return pick->head_ (); 1583 return pick->head_ ();
1681 } 1584 }
1682 1585
1683 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked"); 1587 return archetype::find (shstr_bug);
1685} 1588}
1686 1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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