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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 1.127 by root, Fri Sep 7 18:03:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
172 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
173 */ 108 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 110 return 0;
176 111
177 if (ob->head != NULL)
178 ob = ob->head; 112 ob = ob->head_ ();
179 113
180 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
213 else 147 else
214 { 148 {
215 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
217 * movement, can't move here. 151 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
219 * hidden dm 153 * hidden dm
220 */ 154 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 156 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 163 return 1;
226 } 164 }
227 165
228 } 166 }
229 return 0; 167 return 0;
230} 168}
231
232 169
233/* 170/*
234 * Returns true if the given object can't fit in the given spot. 171 * 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, 172 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
272 209
273 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
275 } 212 }
276 213
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 215 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 217
281 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 221 return P_IS_ALIVE;
329 * carrying. 266 * carrying.
330 */ 267 */
331 sum_weight (container); 268 sum_weight (container);
332} 269}
333 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
334/* link_multipart_objects go through all the objects on the map looking 282/* 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 283 * 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 284 * 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 285 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 286 */
340void 287void
341maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
342{ 289{
343 if (!spaces) 290 if (!spaces)
344 return; 291 return;
345 292
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
348 { 297 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 300 {
363 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
364 303
365 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
380 } 311 }
312 else
313 op = op->above;
381 } 314 }
382
383 tmp = above;
384 } 315 }
385} 316}
386 317
387/* 318/*
388 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 320 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 321 */
392bool 322bool
393maptile::load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
394{ 324{
395 int unique; 325 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 { 326 {
403 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 328
405 * or editor will not be able to do anything with it either. 329 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 330 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
410 continue; 332 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 333 {
415 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
417 339
418 if (op->inv) 340 continue;
419 sum_weight (op);
420 341
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 342 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
426 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
427 break; 348 break;
428 } 349 }
429 350
430 op = object::create (); 351 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 } 352 }
451#endif
452 353
453 return true; 354 return true;
454} 355}
455 356
456void 357void
457maptile::activate () 358maptile::activate ()
458{ 359{
459 if (!spaces) 360 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 363 op->activate_recursive ();
465} 364}
466 365
467void 366void
468maptile::deactivate () 367maptile::deactivate ()
469{ 368{
470 if (!spaces) 369 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 372 op->deactivate_recursive ();
476} 373}
477 374
478bool 375bool
479maptile::save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
480{ 377{
378 coroapi::cede_to_tick ();
379
481 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
482 save_header (freezer); 381 _save_header (f);
483 382
484 if (!spaces) 383 if (!spaces)
485 return false; 384 return false;
486 385
487 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
488 { 387 {
489 int unique = 0; 388 bool unique = 0;
389
490 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
491 { 391 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 393
495 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
496 continue; 395 continue;
497 396
498 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 398 {
500 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 400 op->write (f);
502 } 401 }
503 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 403 op->write (f);
505 } 404 }
506 } 405 }
507 406
407 coroapi::cede_to_tick ();
408
508 return true; 409 return true;
509} 410}
510 411
511bool 412bool
512maptile::load_objects (const char *path, bool skip_header) 413maptile::_save_objects (const char *path, int flags)
513{ 414{
514 object_thawer thawer (path); 415 object_freezer freezer;
515 416
516 if (!thawer) 417 if (!_save_objects (freezer, flags))
517 return false; 418 return false;
518 419
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 420 return freezer.save (path);
542} 421}
543 422
544maptile::maptile () 423maptile::maptile ()
545{ 424{
546 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
547 426
548 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
550 */ 429 */
551 width = 16; 430 width = 16;
552 height = 16; 431 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 432 timeout = 300;
555 enter_x = 0; 433 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 434 max_volume = 2000000; // 2m³
557} 435}
558 436
559maptile::maptile (int w, int h) 437maptile::maptile (int w, int h)
560{ 438{
561 in_memory = MAP_SWAPPED; 439 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 585 * 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. 586 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 587 * MSW 2001-07-01
710 */ 588 */
711bool 589bool
712maptile::load_header (object_thawer &thawer) 590maptile::_load_header (object_thawer &thawer)
713{ 591{
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 (;;) 592 for (;;)
719 { 593 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 594 switch (thawer.kw)
723 { 595 {
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: 596 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 597 thawer.get_ml (KW_endmsg, msg);
733 break; 598 break;
734 599
735 case KW_lore: // CF+ extension 600 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 631 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 632 case KW_sky: thawer.get (sky); break;
768 633
769 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
771 637
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 638 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 640
775 // old names new names 641 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 642 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; 643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
791 default: 665 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 666 if (!thawer.parse_error ("map", 0))
667 return false;
793 break; 668 break;
794 } 669 }
670
671 thawer.next ();
795 } 672 }
796 673
797 abort (); 674 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 675}
810 676
811/****************************************************************************** 677/******************************************************************************
812 * This is the start of unique map handling code 678 * This is the start of unique map handling code
813 *****************************************************************************/ 679 *****************************************************************************/
824 object *above = op->above; 690 object *above = op->above;
825 691
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 693 unique = 1;
828 694
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 { 696 {
831 op->destroy_inv (false); 697 op->destroy_inv (false);
832 op->destroy (); 698 op->destroy ();
833 } 699 }
834 700
836 } 702 }
837 } 703 }
838} 704}
839 705
840bool 706bool
841maptile::save_header (object_freezer &freezer) 707maptile::_save_header (object_freezer &freezer)
842{ 708{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 711
846 MAP_OUT2 (arch, "map"); 712 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 714 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 715 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 716 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 717 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
853 MAP_OUT (difficulty); 720 MAP_OUT (difficulty);
854 721
855 if (region) MAP_OUT2 (region, region->name); 722 if (default_region) MAP_OUT2 (region, default_region->name);
856 723
857 if (shopitems) 724 if (shopitems)
858 { 725 {
859 char shop[MAX_BUF]; 726 char shop[MAX_BUF];
860 print_shop_string (this, shop); 727 print_shop_string (this, shop);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 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]); 756 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]); 757 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]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 759
760 freezer.put (this);
893 freezer.put (KW_end); 761 freezer.put (KW_end);
894 762
895 return true; 763 return true;
896} 764}
897 765
898bool 766bool
899maptile::save_header (const char *path) 767maptile::_save_header (const char *path)
900{ 768{
901 object_freezer freezer; 769 object_freezer freezer;
902 770
903 if (!save_header (freezer)) 771 if (!_save_header (freezer))
904 return false; 772 return false;
905 773
906 return freezer.save (path); 774 return freezer.save (path);
907} 775}
908 776
910 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
911 */ 779 */
912void 780void
913maptile::clear () 781maptile::clear ()
914{ 782{
915 if (!spaces) 783 if (spaces)
916 return; 784 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 786 while (object *op = ms->bot)
920 { 787 {
921 if (op->head) 788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
922 op = op->head; 794 if (op == op->head_ ())
923 795 {
924 op->destroy_inv (false); 796 op->destroy_inv (false);
925 op->destroy (); 797 op->destroy ();
798 }
926 } 799 }
927 800
928 sfree (spaces, size ()), spaces = 0; 801 sfree (spaces, size ()), spaces = 0;
802 }
929 803
930 if (buttons) 804 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree (regions, size ()); regions = 0;
808 delete [] regionmap; regionmap = 0;
932} 809}
933 810
934void 811void
935maptile::clear_header () 812maptile::clear_header ()
936{ 813{
966maptile::do_destroy () 843maptile::do_destroy ()
967{ 844{
968 attachable::do_destroy (); 845 attachable::do_destroy ();
969 846
970 clear (); 847 clear ();
848}
849
850/* decay and destroy perishable items in a map */
851void
852maptile::do_decay_objects ()
853{
854 if (!spaces)
855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
859 {
860 above = op->above;
861
862 bool destroy = 0;
863
864 // do not decay anything above unique floor tiles (yet :)
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
866 break;
867
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
869 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
870 || QUERY_FLAG (op, FLAG_UNIQUE)
871 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
872 || QUERY_FLAG (op, FLAG_UNPAID)
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
876 {
877 op->stats.dam--;
878 if (op->stats.dam < 0)
879 destroy = 1;
880 }
881 else if (op->is_armor ())
882 {
883 op->stats.ac--;
884 if (op->stats.ac < 0)
885 destroy = 1;
886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 || (mat & M_ICE && temp > 32))
908 destroy = 1;
909 }
910
911 /* adjust overall chance below */
912 if (destroy && rndm (0, 1))
913 op->destroy ();
914 }
971} 915}
972 916
973/* 917/*
974 * Updates every button on the map (by calling update_button() for them). 918 * Updates every button on the map (by calling update_button() for them).
975 */ 919 */
1023 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1024 { 968 {
1025 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1026 970
1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1028 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1029 973
1030 monster_cnt++; 974 monster_cnt++;
1031 } 975 }
1032 } 976 }
1033 977
1087 */ 1031 */
1088void 1032void
1089mapspace::update_ () 1033mapspace::update_ ()
1090{ 1034{
1091 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1036 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; 1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1096 1038
1097 middle = blank_face; 1039 //object *middle = 0;
1098 top = blank_face; 1040 //object *top = 0;
1099 floor = blank_face; 1041 //object *floor = 0;
1100 1042 // this seems to generate better code than using locals, above
1101 middle_obj = 0; 1043 object *&top = faces_obj[0] = 0;
1102 top_obj = 0; 1044 object *&middle = faces_obj[1] = 0;
1103 floor_obj = 0; 1045 object *&floor = faces_obj[2] = 0;
1104 1046
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1048 {
1107 /* This could be made additive I guess (two lights better than 1049 /* This could be made additive I guess (two lights better than
1108 * one). But if so, it shouldn't be a simple additive - 2 1050 * one). But if so, it shouldn't be a simple additive - 2
1121 * Always put the player down for drawing. 1063 * Always put the player down for drawing.
1122 */ 1064 */
1123 if (!tmp->invisible) 1065 if (!tmp->invisible)
1124 { 1066 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1067 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1068 top = tmp;
1129 }
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1069 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1070 {
1132 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1133 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1134 */ 1073 */
1135 middle = blank_face; 1074 middle = 0;
1136 top = blank_face; 1075 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1076 floor = tmp;
1139 } 1077 }
1140 /* Flag anywhere have high priority */ 1078 /* Flag anywhere have high priority */
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1080 {
1143 middle = tmp->face;
1144
1145 middle_obj = tmp; 1081 middle = tmp;
1146 anywhere = 1; 1082 anywhere = 1;
1147 } 1083 }
1148 /* Find the highest visible face around. If equal 1084 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the 1085 * visibilities, we still want the one nearer to the
1150 * top 1086 * top
1151 */ 1087 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp; 1089 middle = tmp;
1156 }
1157 } 1090 }
1158 1091
1159 if (tmp == tmp->above) 1092 if (tmp == tmp->above)
1160 { 1093 {
1161 LOG (llevError, "Error in structure of map\n"); 1094 LOG (llevError, "Error in structure of map\n");
1196 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
1199 */ 1132 */
1200 if (top == middle) 1133 if (top == middle)
1201 middle = blank_face; 1134 middle = 0;
1202 1135
1203 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1139 * 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 */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1146 break;
1214 1147
1215 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
1217 break; 1150 break;
1218 1151
1219 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
1221 { 1154 {
1222 /* Fill in top if needed */ 1155 /* Fill in top if needed */
1223 if (top == blank_face) 1156 if (!top)
1224 { 1157 {
1225 top = tmp->face;
1226 top_obj = tmp; 1158 top = tmp;
1227 if (top == middle) 1159 if (top == middle)
1228 middle = blank_face; 1160 middle = 0;
1229 } 1161 }
1230 else 1162 else
1231 { 1163 {
1232 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1233 * middle is not set 1165 * middle is not set
1234 * 1166 *
1235 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1237 * 1169 *
1238 */ 1170 */
1239 if (tmp->face != top) 1171 if (tmp != top)
1240 { 1172 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1173 middle = tmp;
1243 break; 1174 break;
1244 } 1175 }
1245 } 1176 }
1246 } 1177 }
1247 } 1178 }
1248 1179
1249 if (middle == floor) 1180 if (middle == floor)
1250 middle = blank_face; 1181 middle = 0;
1251 1182
1252 if (top == middle) 1183 if (top == middle)
1253 middle = blank_face; 1184 middle = 0;
1254 1185
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1186#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1187 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190#endif
1258} 1191}
1259 1192
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1193uint64
1261 * the map. It also takes care of linking back the freshly loaded 1194mapspace::volume () const
1262 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1264 * so that it is easier for calling functions to verify success.
1265 */
1266static maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1268{ 1195{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1196 uint64 vol = 0;
1270 1197
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1198 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1272 { 1199 vol += op->volume ();
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 }
1280 1200
1281 int dest_tile = (tile_num + 2) % 4; 1201 return vol;
1202}
1282 1203
1283 orig_map->tile_map[tile_num] = mp; 1204bool
1205maptile::tile_available (int dir, bool load)
1206{
1207 if (!tile_path[dir])
1208 return 0;
1284 1209
1285 // optimisation: back-link map to origin map if euclidean 1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1286 //TODO: non-euclidean maps MUST GO 1211 return 1;
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289 1212
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1;
1215
1290 return mp; 1216 return 0;
1291} 1217}
1292 1218
1293/* this returns TRUE if the coordinates (x,y) are out of 1219/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1220 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1221 * tiling considerations, loading adjacant maps as needed.
1308 if (!m) 1234 if (!m)
1309 return 0; 1235 return 0;
1310 1236
1311 if (x < 0) 1237 if (x < 0)
1312 { 1238 {
1313 if (!m->tile_path[3]) 1239 if (!m->tile_available (3))
1314 return 1; 1240 return 1;
1315 1241
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1242 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1243 }
1321 1244
1322 if (x >= m->width) 1245 if (x >= m->width)
1323 { 1246 {
1324 if (!m->tile_path[1]) 1247 if (!m->tile_available (1))
1325 return 1; 1248 return 1;
1326 1249
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1250 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1251 }
1332 1252
1333 if (y < 0) 1253 if (y < 0)
1334 { 1254 {
1335 if (!m->tile_path[0]) 1255 if (!m->tile_available (0))
1336 return 1; 1256 return 1;
1337 1257
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1258 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1259 }
1343 1260
1344 if (y >= m->height) 1261 if (y >= m->height)
1345 { 1262 {
1346 if (!m->tile_path[2]) 1263 if (!m->tile_available (2))
1347 return 1; 1264 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351 1265
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1266 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1267 }
1354 1268
1355 /* Simple case - coordinates are within this local 1269 /* Simple case - coordinates are within this local
1360 1274
1361/* This is basically the same as out_of_map above, but 1275/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1276 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1277 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1278 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1279 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1280 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1281 * and then figuring out what the real map is
1368 */ 1282 */
1369maptile * 1283maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1284maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1285{
1372 if (*x < 0) 1286 if (x < 0)
1373 { 1287 {
1374 if (!m->tile_path[3]) 1288 if (!tile_available (3))
1375 return 0; 1289 return 0;
1376 1290
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1291 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1292 return tile_map[3]->xy_find (x, y);
1382 } 1293 }
1383 1294
1384 if (*x >= m->width) 1295 if (x >= width)
1385 { 1296 {
1386 if (!m->tile_path[1]) 1297 if (!tile_available (1))
1387 return 0; 1298 return 0;
1388 1299
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1300 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1301 return tile_map[1]->xy_find (x, y);
1394 } 1302 }
1395 1303
1396 if (*y < 0) 1304 if (y < 0)
1397 { 1305 {
1398 if (!m->tile_path[0]) 1306 if (!tile_available (0))
1399 return 0; 1307 return 0;
1400 1308
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1309 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1310 return tile_map[0]->xy_find (x, y);
1406 } 1311 }
1407 1312
1408 if (*y >= m->height) 1313 if (y >= height)
1409 { 1314 {
1410 if (!m->tile_path[2]) 1315 if (!tile_available (2))
1411 return 0; 1316 return 0;
1412 1317
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1318 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1319 return tile_map[2]->xy_find (x, y);
1418 } 1320 }
1419 1321
1420 /* Simple case - coordinates are within this local 1322 /* Simple case - coordinates are within this local
1421 * map. 1323 * map.
1422 */ 1324 */
1423 return m; 1325 return this;
1424} 1326}
1425 1327
1426/** 1328/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1329 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1330 * map1 to map2 in dx/dy.
1429 */ 1331 */
1430static int 1332int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1333adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1334{
1433 if (!map1 || !map2) 1335 if (!map1 || !map2)
1434 return 0; 1336 return 0;
1435 1337
1338 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1339 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1340 if (map1 == map2)
1437 { 1341 {
1438 *dx = 0; 1342 *dx = 0;
1439 *dy = 0; 1343 *dy = 0;
1440 } 1344 }
1500 } 1404 }
1501 else 1405 else
1502 return 0; 1406 return 0;
1503 1407
1504 return 1; 1408 return 1;
1409}
1410
1411maptile *
1412maptile::xy_load (sint16 &x, sint16 &y)
1413{
1414 maptile *map = xy_find (x, y);
1415
1416 if (map)
1417 map->load_sync ();
1418
1419 return map;
1420}
1421
1422maptile *
1423get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1424{
1425 return m->xy_load (*x, *y);
1505} 1426}
1506 1427
1507/* From map.c 1428/* From map.c
1508 * This is used by get_player to determine where the other 1429 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1430 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1431 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1432 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1433 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1434 * that the creature should head. part is the part of the
1514 * monster that is closest. 1435 * monster that is closest.
1515 * 1436 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1437 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1438 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1449get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1450{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1451 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1452 {
1532 /* be conservative and fill in _some_ data */ 1453 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1454 retval->distance = 10000;
1534 retval->distance_x = 32767; 1455 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1456 retval->distance_y = 10000;
1536 retval->direction = 0; 1457 retval->direction = 0;
1537 retval->part = 0; 1458 retval->part = 0;
1538 } 1459 }
1539 else 1460 else
1540 { 1461 {
1545 1466
1546 best = op1; 1467 best = op1;
1547 /* If this is multipart, find the closest part now */ 1468 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1469 if (!(flags & 0x1) && op1->more)
1549 { 1470 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1471 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1472
1553 /* we just take the offset of the piece to head to figure 1473 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1474 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1475 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1476 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1477 * below works.
1558 */ 1478 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1479 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1480 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1481 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); 1482 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1483 if (tmpi < best_distance)
1564 { 1484 {
1565 best_distance = tmpi; 1485 best_distance = tmpi;
1566 best = tmp; 1486 best = tmp;
1567 } 1487 }
1568 } 1488 }
1489
1569 if (best != op1) 1490 if (best != op1)
1570 { 1491 {
1571 retval->distance_x += op1->x - best->x; 1492 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1493 retval->distance_y += op1->y - best->y;
1573 } 1494 }
1574 } 1495 }
1496
1575 retval->part = best; 1497 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1498 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1499 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1500 }
1579} 1501}
1580 1502
1581/* this is basically the same as get_rangevector above, but instead of 1503/* 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 1508 * 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 1509 * 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 1510 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1511 * field of the rv_vector is set to NULL.
1590 */ 1512 */
1591
1592void 1513void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1514get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1515{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1516 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1517 {
1597 /* be conservative and fill in _some_ data */ 1518 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1519 retval->distance = 100000;
1605 { 1526 {
1606 retval->distance_x += op2->x - x; 1527 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1528 retval->distance_y += op2->y - y;
1608 1529
1609 retval->part = NULL; 1530 retval->part = NULL;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1531 retval->distance = idistance (retval->distance_x, retval->distance_y);
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1532 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1533 }
1613} 1534}
1614 1535
1615/* Returns true of op1 and op2 are effectively on the same map 1536/* Returns true of op1 and op2 are effectively on the same map
1635 op->remove (); 1556 op->remove ();
1636 1557
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1558 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1559}
1639 1560
1561region *
1562maptile::region (int x, int y) const
1563{
1564 if (regions
1565 && regionmap
1566 && !OUT_OF_REAL_MAP (this, x, y))
1567 if (struct region *reg = regionmap [regions [y * width + x]])
1568 return reg;
1569
1570 if (default_region)
1571 return default_region;
1572
1573 return ::region::default_region ();
1574}
1575
1576/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */
1580object *
1581maptile::pick_random_object () const
1582{
1583 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me.
1588 */
1589 for (int i = 1000; --i;)
1590 {
1591 object *pick = at (rndm (width), rndm (height)).bot;
1592
1593 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick)
1595 return pick->head_ ();
1596 }
1597
1598 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked");
1600}
1601
1602void
1603maptile::play_sound (faceidx sound, int x, int y) const
1604{
1605 if (!sound)
1606 return;
1607
1608 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->observe->x;
1613 int dy = y - pl->observe->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy);
1619 }
1620}
1621

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