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Comparing deliantra/server/common/map.C (file contents):
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC vs.
Revision 1.96 by root, Thu Mar 15 14:23:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
329 * carrying. 330 * carrying.
330 */ 331 */
331 sum_weight (container); 332 sum_weight (container);
332} 333}
333 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
334/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
338 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
342{ 354{
343 if (!spaces) 355 if (!spaces)
344 return; 356 return;
345 357
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
348 { 360 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
353 { 363 {
354 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
355 * won't do anything. 365 * won't do anything.
377 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
378 */ 388 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
380 } 390 }
381 } 391 }
382
383 tmp = above;
384 } 392 }
385} 393}
386 394
387/* 395/*
388 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 397 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 398 */
392bool 399bool
393maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
394{ 401{
395 int unique; 402 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 403 {
403 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 405
405 * or editor will not be able to do anything with it either. 406 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 407 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
410 continue; 409 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 410 {
415 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
417 416
418 if (op->inv) 417 continue;
419 sum_weight (op);
420 418
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 419 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
426 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
427 break; 425 break;
428 } 426 }
429 427
430 op = object::create (); 428 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 429 }
451#endif
452 430
453 return true; 431 return true;
454} 432}
455 433
456void 434void
474 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 453 op->deactivate_recursive ();
476} 454}
477 455
478bool 456bool
479maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
480{ 458{
459 static int cede_count = 0;
460
481 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
482 save_header (freezer); 462 _save_header (f);
483 463
484 if (!spaces) 464 if (!spaces)
485 return false; 465 return false;
486 466
487 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
488 { 468 {
469 if (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
489 int unique = 0; 475 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above) 476 for (object *op = spaces [i].bot; op; op = op->above)
491 { 477 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493 unique = 1; 482 unique = 1;
494 483
495 if (!op->can_map_save ()) 484 if (!op->can_map_save ())
496 continue; 485 continue;
497 486
498 if (unique || op->flag [FLAG_UNIQUE]) 487 if (unique || op->flag [FLAG_UNIQUE])
499 { 488 {
500 if (flags & IO_UNIQUES) 489 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 490 op->write (f);
502 } 491 }
503 else if (flags & IO_OBJECTS) 492 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1); 493 op->write (f);
505 } 494 }
506 } 495 }
507 496
508 return true; 497 return true;
509} 498}
510 499
511bool 500bool
512maptile::load_objects (const char *path, bool skip_header) 501maptile::_load_objects (const char *path, bool skip_header)
513{ 502{
514 object_thawer thawer (path); 503 object_thawer f (path);
515 504
516 if (!thawer) 505 if (!f)
517 return false; 506 return false;
507
508 f.next ();
518 509
519 if (skip_header) 510 if (skip_header)
520 for (;;) 511 for (;;)
521 { 512 {
522 keyword kw = thawer.get_kv (); 513 keyword kw = f.kw;
523 514 f.skip ();
524 if (kw == KW_end) 515 if (kw == KW_end)
525 break; 516 break;
526
527 thawer.skip_kv (kw);
528 } 517 }
529 518
530 return load_objects (thawer); 519 return _load_objects (f);
531} 520}
532 521
533bool 522bool
534maptile::save_objects (const char *path, int flags) 523maptile::_save_objects (const char *path, int flags)
535{ 524{
536 object_freezer freezer; 525 object_freezer freezer;
537 526
538 if (!save_objects (freezer, flags)) 527 if (!_save_objects (freezer, flags))
539 return false; 528 return false;
540 529
541 return freezer.save (path); 530 return freezer.save (path);
542} 531}
543 532
544maptile::maptile () 533maptile::maptile ()
545{ 534{
546 in_memory = MAP_SWAPPED; 535 in_memory = MAP_SWAPPED;
547 536
548 /* The maps used to pick up default x and y values from the 537 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 538 * map archetype. Mimic that behaviour.
550 */ 539 */
551 width = 16; 540 width = 16;
552 height = 16; 541 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 542 timeout = 300;
555 enter_x = 0; 543 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 544 max_volume = 2000000; // 2m³
557} 545}
558 546
559maptile::maptile (int w, int h) 547maptile::maptile (int w, int h)
560{ 548{
561 in_memory = MAP_SWAPPED; 549 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 695 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 696 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 697 * MSW 2001-07-01
710 */ 698 */
711bool 699bool
712maptile::load_header (object_thawer &thawer) 700maptile::_load_header (object_thawer &thawer)
713{ 701{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 702 for (;;)
719 { 703 {
720 keyword kw = thawer.get_kv (); 704 keyword kw = thawer.get_kv ();
721 705
722 switch (kw) 706 switch (kw)
723 { 707 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 708 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 709 thawer.get_ml (KW_endmsg, msg);
733 break; 710 break;
734 711
735 case KW_lore: // CF+ extension 712 case KW_lore: // CF+ extension
767 case KW_sky: thawer.get (sky); break; 744 case KW_sky: thawer.get (sky); break;
768 745
769 case KW_per_player: thawer.get (per_player); break; 746 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 747 case KW_per_party: thawer.get (per_party); break;
771 748
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 749 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 751
775 // old names new names 752 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 753 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 754 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 763 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 764 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 765 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 766 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 767
768 case KW_end:
769 return true;
770
791 default: 771 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 772 if (!thawer.parse_error ("map", 0))
773 return false;
793 break; 774 break;
794 } 775 }
795 } 776 }
796 777
797 abort (); 778 abort ();
798} 779}
799 780
800bool 781bool
801maptile::load_header (const char *path) 782maptile::_load_header (const char *path)
802{ 783{
803 object_thawer thawer (path); 784 object_thawer thawer (path);
804 785
805 if (!thawer) 786 if (!thawer)
806 return false; 787 return false;
807 788
808 return load_header (thawer); 789 return _load_header (thawer);
809} 790}
810 791
811/****************************************************************************** 792/******************************************************************************
812 * This is the start of unique map handling code 793 * This is the start of unique map handling code
813 *****************************************************************************/ 794 *****************************************************************************/
836 } 817 }
837 } 818 }
838} 819}
839 820
840bool 821bool
841maptile::save_header (object_freezer &freezer) 822maptile::_save_header (object_freezer &freezer)
842{ 823{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 824#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 825#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 826
846 MAP_OUT2 (arch, "map"); 827 MAP_OUT2 (arch, "map");
850 MAP_OUT (reset_time); 831 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 832 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 833 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty); 834 MAP_OUT (difficulty);
854 835
855 if (region) MAP_OUT2 (region, region->name); 836 if (default_region) MAP_OUT2 (region, default_region->name);
856 837
857 if (shopitems) 838 if (shopitems)
858 { 839 {
859 char shop[MAX_BUF]; 840 char shop[MAX_BUF];
860 print_shop_string (this, shop); 841 print_shop_string (this, shop);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 869 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 870 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 871 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 872 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 873
874 freezer.put (this);
893 freezer.put (KW_end); 875 freezer.put (KW_end);
894 876
895 return true; 877 return true;
896} 878}
897 879
898bool 880bool
899maptile::save_header (const char *path) 881maptile::_save_header (const char *path)
900{ 882{
901 object_freezer freezer; 883 object_freezer freezer;
902 884
903 if (!save_header (freezer)) 885 if (!_save_header (freezer))
904 return false; 886 return false;
905 887
906 return freezer.save (path); 888 return freezer.save (path);
907} 889}
908 890
910 * Remove and free all objects in the given map. 892 * Remove and free all objects in the given map.
911 */ 893 */
912void 894void
913maptile::clear () 895maptile::clear ()
914{ 896{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
915 if (!spaces) 900 if (spaces)
916 return; 901 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 903 while (object *op = ms->bot)
920 { 904 {
921 if (op->head) 905 if (op->head)
922 op = op->head; 906 op = op->head;
923 907
924 op->destroy_inv (false); 908 op->destroy_inv (false);
925 op->destroy (); 909 op->destroy ();
926 } 910 }
927 911
928 sfree (spaces, size ()), spaces = 0; 912 sfree (spaces, size ()), spaces = 0;
913 }
929 914
930 if (buttons) 915 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 916 free_objectlinkpt (buttons), buttons = 0;
932} 917}
933 918
1087 */ 1072 */
1088void 1073void
1089mapspace::update_ () 1074mapspace::update_ ()
1090{ 1075{
1091 object *tmp, *last = 0; 1076 object *tmp, *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1077 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1093 New_Face *top, *floor, *middle;
1094 object *top_obj, *floor_obj, *middle_obj;
1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1096 1079
1097 middle = blank_face; 1080 //object *middle = 0;
1098 top = blank_face; 1081 //object *top = 0;
1099 floor = blank_face; 1082 //object *floor = 0;
1100 1083 // this seems to generate better code than using locals, above
1101 middle_obj = 0; 1084 object *&top = faces_obj[0] = 0;
1102 top_obj = 0; 1085 object *&middle = faces_obj[1] = 0;
1103 floor_obj = 0; 1086 object *&floor = faces_obj[2] = 0;
1104 1087
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1089 {
1107 /* This could be made additive I guess (two lights better than 1090 /* This could be made additive I guess (two lights better than
1108 * one). But if so, it shouldn't be a simple additive - 2 1091 * one). But if so, it shouldn't be a simple additive - 2
1121 * Always put the player down for drawing. 1104 * Always put the player down for drawing.
1122 */ 1105 */
1123 if (!tmp->invisible) 1106 if (!tmp->invisible)
1124 { 1107 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1109 top = tmp;
1129 }
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1111 {
1132 /* If we got a floor, that means middle and top were below it, 1112 /* If we got a floor, that means middle and top were below it,
1133 * so should not be visible, so we clear them. 1113 * so should not be visible, so we clear them.
1134 */ 1114 */
1135 middle = blank_face; 1115 middle = 0;
1136 top = blank_face; 1116 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1117 floor = tmp;
1139 } 1118 }
1140 /* Flag anywhere have high priority */ 1119 /* Flag anywhere have high priority */
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1121 {
1143 middle = tmp->face;
1144
1145 middle_obj = tmp; 1122 middle = tmp;
1146 anywhere = 1; 1123 anywhere = 1;
1147 } 1124 }
1148 /* Find the highest visible face around. If equal 1125 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the 1126 * visibilities, we still want the one nearer to the
1150 * top 1127 * top
1151 */ 1128 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp; 1130 middle = tmp;
1156 }
1157 } 1131 }
1158 1132
1159 if (tmp == tmp->above) 1133 if (tmp == tmp->above)
1160 { 1134 {
1161 LOG (llevError, "Error in structure of map\n"); 1135 LOG (llevError, "Error in structure of map\n");
1196 * middle face. This should not happen, as we already have the 1170 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1171 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1172 * may be possible for the faces to match but be different objects.
1199 */ 1173 */
1200 if (top == middle) 1174 if (top == middle)
1201 middle = blank_face; 1175 middle = 0;
1202 1176
1203 /* There are three posibilities at this point: 1177 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1178 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1179 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1180 * 3) neither middle or top is set - need to set both.
1211 /* Once we get to a floor, stop, since we already have a floor object */ 1185 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1187 break;
1214 1188
1215 /* If two top faces are already set, quit processing */ 1189 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1190 if (top && middle)
1217 break; 1191 break;
1218 1192
1219 /* Only show visible faces, unless its the editor - show all */ 1193 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1194 if (!tmp->invisible)
1221 { 1195 {
1222 /* Fill in top if needed */ 1196 /* Fill in top if needed */
1223 if (top == blank_face) 1197 if (!top)
1224 { 1198 {
1225 top = tmp->face;
1226 top_obj = tmp; 1199 top = tmp;
1227 if (top == middle) 1200 if (top == middle)
1228 middle = blank_face; 1201 middle = 0;
1229 } 1202 }
1230 else 1203 else
1231 { 1204 {
1232 /* top is already set - we should only get here if 1205 /* top is already set - we should only get here if
1233 * middle is not set 1206 * middle is not set
1234 * 1207 *
1235 * Set the middle face and break out, since there is nothing 1208 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1209 * more to fill in. We don't check visiblity here, since
1237 * 1210 *
1238 */ 1211 */
1239 if (tmp->face != top) 1212 if (tmp != top)
1240 { 1213 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1214 middle = tmp;
1243 break; 1215 break;
1244 } 1216 }
1245 } 1217 }
1246 } 1218 }
1247 } 1219 }
1248 1220
1249 if (middle == floor) 1221 if (middle == floor)
1250 middle = blank_face; 1222 middle = 0;
1251 1223
1252 if (top == middle) 1224 if (top == middle)
1253 middle = blank_face; 1225 middle = 0;
1254 1226
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1227#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1228 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1229 faces_obj [1] = middle;
1230 faces_obj [2] = floor;
1231#endif
1258} 1232}
1259 1233
1234uint64
1235mapspace::volume () const
1236{
1237 uint64 vol = 0;
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
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1245/* this updates the orig_map->tile_map[tile_num] value after finding
1261 * the map. It also takes care of linking back the freshly loaded 1246 * the map. It also takes care of linking back the freshly found
1262 * maps tile_map values if it tiles back to this one. It returns 1247 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this 1248 * the value of orig_map->tile_map[tile_num].
1264 * so that it is easier for calling functions to verify success.
1265 */ 1249 */
1266static maptile * 1250static inline maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num) 1251find_and_link (maptile *orig_map, int tile_num)
1268{ 1252{
1253 maptile *mp = orig_map->tile_map [tile_num];
1254
1255 if (!mp)
1256 {
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1270 1258
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1259 if (!mp)
1272 { 1260 {
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path); 1263 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1); 1264 mp = new maptile (1, 1);
1277 mp->alloc (); 1265 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY; 1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1279 } 1268 }
1280 1269
1281 int dest_tile = (tile_num + 2) % 4; 1270 int dest_tile = (tile_num + 2) % 4;
1282 1271
1283 orig_map->tile_map[tile_num] = mp; 1272 orig_map->tile_map [tile_num] = mp;
1284 1273
1285 // optimisation: back-link map to origin map if euclidean 1274 // optimisation: back-link map to origin map if euclidean
1286 //TODO: non-euclidean maps MUST GO 1275 //TODO: non-euclidean maps MUST GO
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289 1278
1290 return mp; 1279 return mp;
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 ();
1291} 1286}
1292 1287
1293/* this returns TRUE if the coordinates (x,y) are out of 1288/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1289 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1290 * tiling considerations, loading adjacant maps as needed.
1312 { 1307 {
1313 if (!m->tile_path[3]) 1308 if (!m->tile_path[3])
1314 return 1; 1309 return 1;
1315 1310
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3); 1312 find_and_link (m, 3);
1318 1313
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1315 }
1321 1316
1322 if (x >= m->width) 1317 if (x >= m->width)
1323 { 1318 {
1324 if (!m->tile_path[1]) 1319 if (!m->tile_path[1])
1325 return 1; 1320 return 1;
1326 1321
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1); 1323 find_and_link (m, 1);
1329 1324
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1325 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1326 }
1332 1327
1333 if (y < 0) 1328 if (y < 0)
1334 { 1329 {
1335 if (!m->tile_path[0]) 1330 if (!m->tile_path[0])
1336 return 1; 1331 return 1;
1337 1332
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0); 1334 find_and_link (m, 0);
1340 1335
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1337 }
1343 1338
1344 if (y >= m->height) 1339 if (y >= m->height)
1345 { 1340 {
1346 if (!m->tile_path[2]) 1341 if (!m->tile_path[2])
1347 return 1; 1342 return 1;
1348 1343
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2); 1345 find_and_link (m, 2);
1351 1346
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1347 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1348 }
1354 1349
1355 /* Simple case - coordinates are within this local 1350 /* Simple case - coordinates are within this local
1360 1355
1361/* This is basically the same as out_of_map above, but 1356/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1357 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1358 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1359 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1360 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1361 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1362 * and then figuring out what the real map is
1368 */ 1363 */
1369maptile * 1364maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1365maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1366{
1372 if (*x < 0) 1367 if (x < 0)
1373 { 1368 {
1374 if (!m->tile_path[3]) 1369 if (!tile_path[3])
1375 return 0; 1370 return 0;
1376 1371
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1372 find_and_link (this, 3);
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1373 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1374 return tile_map[3]->xy_find (x, y);
1382 } 1375 }
1383 1376
1384 if (*x >= m->width) 1377 if (x >= width)
1385 { 1378 {
1386 if (!m->tile_path[1]) 1379 if (!tile_path[1])
1387 return 0; 1380 return 0;
1388 1381
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1382 find_and_link (this, 1);
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1383 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1384 return tile_map[1]->xy_find (x, y);
1394 } 1385 }
1395 1386
1396 if (*y < 0) 1387 if (y < 0)
1397 { 1388 {
1398 if (!m->tile_path[0]) 1389 if (!tile_path[0])
1399 return 0; 1390 return 0;
1400 1391
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1392 find_and_link (this, 0);
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1393 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1394 return tile_map[0]->xy_find (x, y);
1406 } 1395 }
1407 1396
1408 if (*y >= m->height) 1397 if (y >= height)
1409 { 1398 {
1410 if (!m->tile_path[2]) 1399 if (!tile_path[2])
1411 return 0; 1400 return 0;
1412 1401
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1402 find_and_link (this, 2);
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1403 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1404 return tile_map[2]->xy_find (x, y);
1418 } 1405 }
1419 1406
1420 /* Simple case - coordinates are within this local 1407 /* Simple case - coordinates are within this local
1421 * map. 1408 * map.
1422 */ 1409 */
1423 return m; 1410 return this;
1424} 1411}
1425 1412
1426/** 1413/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1414 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1415 * map1 to map2 in dx/dy.
1429 */ 1416 */
1430static int 1417int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1419{
1433 if (!map1 || !map2) 1420 if (!map1 || !map2)
1434 return 0; 1421 return 0;
1435 1422
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1425 if (map1 == map2)
1437 { 1426 {
1438 *dx = 0; 1427 *dx = 0;
1439 *dy = 0; 1428 *dy = 0;
1440 } 1429 }
1500 } 1489 }
1501 else 1490 else
1502 return 0; 1491 return 0;
1503 1492
1504 return 1; 1493 return 1;
1494}
1495
1496maptile *
1497maptile::xy_load (sint16 &x, sint16 &y)
1498{
1499 maptile *map = xy_find (x, y);
1500
1501 if (map)
1502 map->load_sync ();
1503
1504 return map;
1505}
1506
1507maptile *
1508get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1509{
1510 return m->xy_load (*x, *y);
1505} 1511}
1506 1512
1507/* From map.c 1513/* From map.c
1508 * This is used by get_player to determine where the other 1514 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1515 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1516 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1517 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1518 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1519 * that the creature should head. part is the part of the
1514 * monster that is closest. 1520 * monster that is closest.
1515 * 1521 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1522 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1523 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1534get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1535{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1537 {
1532 /* be conservative and fill in _some_ data */ 1538 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1539 retval->distance = 10000;
1534 retval->distance_x = 32767; 1540 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1541 retval->distance_y = 10000;
1536 retval->direction = 0; 1542 retval->direction = 0;
1537 retval->part = 0; 1543 retval->part = 0;
1538 } 1544 }
1539 else 1545 else
1540 { 1546 {
1545 1551
1546 best = op1; 1552 best = op1;
1547 /* If this is multipart, find the closest part now */ 1553 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1554 if (!(flags & 0x1) && op1->more)
1549 { 1555 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1557
1553 /* we just take the offset of the piece to head to figure 1558 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1559 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1560 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1561 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1562 * below works.
1558 */ 1563 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1564 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1565 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1566 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1568 if (tmpi < best_distance)
1564 { 1569 {
1565 best_distance = tmpi; 1570 best_distance = tmpi;
1566 best = tmp; 1571 best = tmp;
1567 } 1572 }
1568 } 1573 }
1574
1569 if (best != op1) 1575 if (best != op1)
1570 { 1576 {
1571 retval->distance_x += op1->x - best->x; 1577 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1578 retval->distance_y += op1->y - best->y;
1573 } 1579 }
1574 } 1580 }
1581
1575 retval->part = best; 1582 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1585 }
1579} 1586}
1580 1587
1581/* this is basically the same as get_rangevector above, but instead of 1588/* this is basically the same as get_rangevector above, but instead of
1586 * flags has no meaning for this function at this time - I kept it in to 1593 * flags has no meaning for this function at this time - I kept it in to
1587 * be more consistant with the above function and also in case they are needed 1594 * be more consistant with the above function and also in case they are needed
1588 * for something in the future. Also, since no object is pasted, the best 1595 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1596 * field of the rv_vector is set to NULL.
1590 */ 1597 */
1591
1592void 1598void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1599get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1600{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1601 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1602 {
1597 /* be conservative and fill in _some_ data */ 1603 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1604 retval->distance = 100000;
1605 { 1611 {
1606 retval->distance_x += op2->x - x; 1612 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1613 retval->distance_y += op2->y - y;
1608 1614
1609 retval->part = NULL; 1615 retval->part = NULL;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1616 retval->distance = idistance (retval->distance_x, retval->distance_y);
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1618 }
1613} 1619}
1614 1620
1615/* Returns true of op1 and op2 are effectively on the same map 1621/* Returns true of op1 and op2 are effectively on the same map
1635 op->remove (); 1641 op->remove ();
1636 1642
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1643 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1644}
1639 1645
1646region *
1647maptile::region (int x, int y) const
1648{
1649 if (regions
1650 && regionmap
1651 && !OUT_OF_REAL_MAP (this, x, y))
1652 if (struct region *reg = regionmap [regions [y * width + x]])
1653 return reg;
1654
1655 if (default_region)
1656 return default_region;
1657
1658 return ::region::default_region ();
1659}
1660
1661/* 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 */
1665object *
1666maptile::pick_random_object () const
1667{
1668 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me.
1673 */
1674 for (int i = 1000; --i;)
1675 {
1676 object *pick = at (rndm (width), rndm (height)).bot;
1677
1678 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick)
1680 return pick->head_ ();
1681 }
1682
1683 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked");
1685}
1686

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