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Comparing deliantra/server/common/map.C (file contents):
Revision 1.107 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * 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
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly. 86 * directly.
157 */ 87 */
158 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
159 89
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
161 92
162 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 95 * things we need to do for players.
165 */ 96 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 98 return 0;
168 99
169 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
181 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
185 */ 116 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 118 {
188 119 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 120 {
192 /* If last_sp is set, the player/monster needs an object, 121 if (tmp->type == CHECK_INV)
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 { 122 {
198 if (check_inv_recursive (ob, tmp) == NULL) 123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
199 return 1; 127 return 1;
200 else 128 }
201 continue; 129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
202 } 138 }
203 else 139 else
204 { 140 return 1; // unconditional block
205 /* In this case, the player must not have the object - 141
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 142 } else {
215 { 143 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 144 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 145 // blocks anything but wizards.
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 146
225 if (tmp->flag [FLAG_ALIVE] 147 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob 148 && tmp->head_ () != ob
227 && tmp != ob 149 && tmp != ob
228 && tmp->type != DOOR 150 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 151 && !tmp->flag [FLAG_WIZPASS])
230 return 1; 152 return 1;
231 } 153 }
232
233 } 154 }
155
234 return 0; 156 return 0;
235} 157}
236 158
237/* 159/*
238 * Returns true if the given object can't fit in the given spot. 160 * Returns qthe blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 161 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 162 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 163 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 164 * object and makes sure they can be inserted.
243 * 165 *
244 * While this doesn't call out of map, the get_map_flags does. 166 * While this doesn't call out of map, the get_map_flags does.
245 * 167 *
246 * This function has been used to deprecate arch_out_of_map - 168 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 169 * this function also does that check, and since in most cases,
258 * 180 *
259 * Note this used to be arch_blocked, but with new movement 181 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 182 * code, we need to have actual object to check its move_type
261 * against the move_block values. 183 * against the move_block values.
262 */ 184 */
263int 185bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 186object::blocked (maptile *m, int x, int y) const
265{ 187{
266 archetype *tmp; 188 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
280 191
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 192 if (!pos.normalise ())
282 { 193 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284 194
285 if (flag & P_OUT_OF_MAP) 195 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 196
287 if (flag & P_IS_ALIVE) 197 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 198 return 1;
289 199
290 mapspace &ms = m1->at (sx, sy); 200 /* However, often ob doesn't have any move type
291 201 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 203 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 204 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 205 continue;
299 206
300 /* Note it is intentional that we check ob - the movement type of the 207 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 208 * head of the object should correspond for the entire object.
302 */ 209 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 210 if (ms.blocks (move_type))
304 return P_NO_PASS; 211 return 1;
305 } 212 }
306 213
307 return 0; 214 return 0;
308} 215}
309 216
327 234
328 insert_ob_in_ob (tmp, container); 235 insert_ob_in_ob (tmp, container);
329 tmp = next; 236 tmp = next;
330 } 237 }
331 238
332 /* sum_weight will go through and calculate what all the containers are 239 // go through and calculate what all the containers are carrying.
333 * carrying. 240 //TODO: remove
334 */ 241 container->update_weight ();
335 sum_weight (container);
336} 242}
337 243
338void 244void
339maptile::set_object_flag (int flag, int value) 245maptile::set_object_flag (int flag, int value)
340{ 246{
342 return; 248 return;
343 249
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 252 tmp->flag [flag] = value;
253}
254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
347} 266}
348 267
349/* link_multipart_objects go through all the objects on the map looking 268/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 269 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 270 * info we have, they only have the head (as would be expected when
356{ 275{
357 if (!spaces) 276 if (!spaces)
358 return; 277 return;
359 278
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 279 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 280 {
281 object *op = ms->bot;
282 while (op)
362 { 283 {
363 /* already multipart - don't do anything more */ 284 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 285 if (op->head_ () == op && !op->more && op->arch->more)
365 { 286 {
366 op->remove (); 287 op->remove ();
367 op->expand_tail (); 288 op->expand_tail ();
289
290 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
291 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
292 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 293 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
294
295 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
296 // so we have to reset the iteration through the mapspace
369 } 297 }
298 else
299 op = op->above;
370 } 300 }
301 }
371} 302}
372 303
373/* 304/*
374 * Loads (ands parses) the objects into a given map from the specified 305 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 306 * file pointer.
377bool 308bool
378maptile::_load_objects (object_thawer &f) 309maptile::_load_objects (object_thawer &f)
379{ 310{
380 for (;;) 311 for (;;)
381 { 312 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 313 coroapi::cede_to_tick (); // cede once in a while
383 314
384 switch (f.kw) 315 switch (f.kw)
385 { 316 {
386 case KW_arch: 317 case KW_arch:
387 if (object *op = object::read (f, this)) 318 if (object *op = object::read (f, this))
388 { 319 {
320 // TODO: why?
389 if (op->inv) 321 if (op->inv)
390 sum_weight (op); 322 op->update_weight ();
391 323
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &ms.bot) = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
393 } 347 }
394 348
395 continue; 349 continue;
396 350
397 case KW_EOF: 351 case KW_EOF:
410} 364}
411 365
412void 366void
413maptile::activate () 367maptile::activate ()
414{ 368{
415 active = true;
416
417 if (spaces) 369 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 372 op->activate_recursive ();
421} 373}
422 374
423void 375void
424maptile::deactivate () 376maptile::deactivate ()
425{ 377{
426 active = false;
427
428 if (spaces) 378 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 381 op->deactivate_recursive ();
432} 382}
442 if (!spaces) 392 if (!spaces)
443 return false; 393 return false;
444 394
445 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
446 { 396 {
447 int unique = 0; 397 bool unique = 0;
398
448 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
449 { 400 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 402
453 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
454 continue; 404 continue;
455 405
456 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 407 {
458 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
459 op->write (f); 409 op->write (f);
460 } 410 }
461 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 412 op->write (f);
463 } 413 }
464 } 414 }
465 415
466 coroapi::cede_to_tick (); 416 coroapi::cede_to_tick ();
467 417
468 return true; 418 return true;
469}
470
471bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491} 419}
492 420
493bool 421bool
494maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
495{ 423{
626 return items; 554 return items;
627} 555}
628 556
629/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
631static void 559static const char *
632print_shop_string (maptile *m, char *output_string) 560print_shop_string (maptile *m)
633{ 561{
634 int i; 562 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF];
636 563
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 564 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 565 {
640 if (m->shopitems[i].typenum) 566 if (m->shopitems[i].typenum)
641 { 567 {
642 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
644 else 570 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 571 buf.printf ("%s;", m->shopitems[i].name);
646 } 572 }
647 else 573 else
648 { 574 {
649 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 576 buf.printf ("*:%d;", m->shopitems[i].strength);
651 else 577 else
652 sprintf (tmp, "*"); 578 buf.printf ("*");
653 } 579 }
654
655 strcat (output_string, tmp);
656 } 580 }
581
582 return buf;
657} 583}
658 584
659/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
670bool 596bool
671maptile::_load_header (object_thawer &thawer) 597maptile::_load_header (object_thawer &thawer)
672{ 598{
673 for (;;) 599 for (;;)
674 { 600 {
675 thawer.next ();
676
677 switch (thawer.kw) 601 switch (thawer.kw)
678 { 602 {
679 case KW_msg: 603 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 604 thawer.get_ml (KW_endmsg, msg);
681 break; 605 break;
714 case KW_winddir: thawer.get (winddir); break; 638 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break; 639 case KW_sky: thawer.get (sky); break;
716 640
717 case KW_per_player: thawer.get (per_player); break; 641 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 642 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
719 645
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 646 case KW_region: default_region = region::find (thawer.get_str ()); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 648
723 // old names new names 649 // old names new names
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 660 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 661 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 662 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break; 663 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738 664
665 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value);
667 break;
668
739 case KW_end: 669 case KW_end:
670 thawer.next ();
740 return true; 671 return true;
741 672
742 default: 673 default:
743 if (!thawer.parse_error ("map", 0)) 674 if (!thawer.parse_error ("map", 0))
744 return false; 675 return false;
745 break; 676 break;
746 } 677 }
678
679 thawer.next ();
747 } 680 }
748 681
749 abort (); 682 abort ();
750}
751
752bool
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761} 683}
762 684
763/****************************************************************************** 685/******************************************************************************
764 * This is the start of unique map handling code 686 * This is the start of unique map handling code
765 *****************************************************************************/ 687 *****************************************************************************/
777 699
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
779 unique = 1; 701 unique = 1;
780 702
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 704 op->destroy ();
785 }
786 705
787 op = above; 706 op = above;
788 } 707 }
789 } 708 }
790} 709}
800 if (name) MAP_OUT (name); 719 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 720 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 721 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 722 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 723 MAP_OUT (fixed_resettime);
724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 726 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name); 727 if (default_region) MAP_OUT2 (region, default_region->name);
808 728
809 if (shopitems) 729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
815
816 MAP_OUT (shopgreed); 730 MAP_OUT (shopgreed);
817 MAP_OUT (shopmin); 731 MAP_OUT (shopmin);
818 MAP_OUT (shopmax); 732 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace); 733 if (shoprace) MAP_OUT (shoprace);
734
820 MAP_OUT (darkness); 735 MAP_OUT (darkness);
821 MAP_OUT (width); 736 MAP_OUT (width);
822 MAP_OUT (height); 737 MAP_OUT (height);
823 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
824 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
863 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
864 */ 779 */
865void 780void
866maptile::clear () 781maptile::clear ()
867{ 782{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 783 if (spaces)
872 { 784 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot) 786 while (object *op = ms->bot)
875 { 787 {
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
876 op = op->head_ (); 794 object *head = op->head_ ();
877 op->destroy_inv (false); 795 if (op == head)
878 op->destroy (); 796 op->destroy ();
797 else if (head->map != op->map)
798 {
799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 head->destroy ();
801 }
879 } 802 }
880 803
881 sfree (spaces, size ()), spaces = 0; 804 sfree0 (spaces, size ());
882 } 805 }
883 806
884 if (buttons) 807 if (buttons)
885 free_objectlinkpt (buttons), buttons = 0; 808 free_objectlinkpt (buttons), buttons = 0;
809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
886} 812}
887 813
888void 814void
889maptile::clear_header () 815maptile::clear_header ()
890{ 816{
922 attachable::do_destroy (); 848 attachable::do_destroy ();
923 849
924 clear (); 850 clear ();
925} 851}
926 852
927/* 853/* decay and destroy perishable items in a map */
928 * Updates every button on the map (by calling update_button() for them).
929 */
930void 854void
931maptile::update_buttons () 855maptile::do_decay_objects ()
932{ 856{
933 for (oblinkpt *obp = buttons; obp; obp = obp->next) 857 if (!spaces)
934 for (objectlink *ol = obp->link; ol; ol = ol->next) 858 return;
859
860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above)
935 { 862 {
936 if (!ol->ob) 863 above = op->above;
864
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break;
870
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ())
877 ; // do not decay
878 else if (op->is_weapon ())
937 { 879 {
938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 880 op->stats.dam--;
939 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 881 if (op->stats.dam < 0)
940 continue; 882 destroy = 1;
941 } 883 }
942 884 else if (op->is_armor ())
943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
944 { 885 {
945 update_button (ol->ob); 886 op->stats.ac--;
946 break; 887 if (op->stats.ac < 0)
888 destroy = 1;
947 } 889 }
890 else if (op->type == FOOD)
891 {
892 op->stats.food -= rndm (5, 20);
893 if (op->stats.food < 0)
894 destroy = 1;
895 }
896 else
897 {
898 int mat = op->materials;
899
900 if (mat & M_PAPER
901 || mat & M_LEATHER
902 || mat & M_WOOD
903 || mat & M_ORGANIC
904 || mat & M_CLOTH
905 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32))
911 destroy = 1;
912 }
913
914 /* adjust overall chance below */
915 if (destroy && rndm (0, 1))
916 op->destroy ();
948 } 917 }
949} 918}
950 919
951/* 920/*
952 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
953 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
954 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
955 * 924 *
956 * Difficulty can now be set by the map creature. If the value stored 925 * Difficulty can now be set by the map creator. If the value stored
957 * in the map is zero, then use this routine. Maps should really 926 * in the map is zero, then use this routine. Maps should really
958 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
959 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
960 */ 929 */
961int 930int
962maptile::estimate_difficulty () const 931maptile::estimate_difficulty () const
963{ 932{
964 long monster_cnt = 0; 933 long monster_cnt = 0;
976 945
977 if (QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
978 { 947 {
979 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
980 949
981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 950 if (archetype *at = op->other_arch)
951 {
982 total_exp += at->stats.exp * 8; 952 total_exp += at->stats.exp * 8;
983
984 monster_cnt++; 953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
985 } 961 }
986 } 962 }
987 963
988 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
989 965
1002 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
1003 */ 979 */
1004int 980int
1005maptile::change_map_light (int change) 981maptile::change_map_light (int change)
1006{ 982{
1007 int new_level = darkness + change;
1008
1009 /* Nothing to do */ 983 /* Nothing to do */
1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 984 if (!change)
1011 return 0; 985 return 0;
1012 986
1013 /* inform all players on the map */ 987 /* inform all players on the map */
1014 if (change > 0) 988 if (change > 0)
1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1016 else 990 else
1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1018 992
1019 /* Do extra checking. since darkness is a unsigned value, 993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1020 * we need to be extra careful about negative values.
1021 * In general, the checks below are only needed if change
1022 * is not +/-1
1023 */
1024 if (new_level < 0)
1025 darkness = 0;
1026 else if (new_level >= MAX_DARKNESS)
1027 darkness = MAX_DARKNESS;
1028 else
1029 darkness = new_level;
1030 994
1031 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1032 update_all_map_los (this); 996 update_all_map_los (this);
997
1033 return 1; 998 return 1;
1034} 999}
1035 1000
1036/* 1001/*
1037 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1040 * through, etc) 1005 * through, etc)
1041 */ 1006 */
1042void 1007void
1043mapspace::update_ () 1008mapspace::update_ ()
1044{ 1009{
1045 object *tmp, *last = 0; 1010 object *last = 0;
1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1012 sint8 light = 0;
1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1048 1014
1049 //object *middle = 0; 1015 //object *middle = 0;
1050 //object *top = 0; 1016 //object *top = 0;
1051 //object *floor = 0; 1017 //object *floor = 0;
1052 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1056 1022
1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1058 { 1024 {
1059 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1060 * one). But if so, it shouldn't be a simple additive - 2
1061 * light bulbs do not illuminate twice as far as once since
1062 * it is a dissapation factor that is cubed.
1063 */
1064 if (tmp->glow_radius > light)
1065 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1066 1027
1067 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1068 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1069 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1070 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1090 { 1051 {
1091 middle = tmp; 1052 middle = tmp;
1092 anywhere = 1; 1053 anywhere = 1;
1093 } 1054 }
1055
1094 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1095 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1096 * top 1058 * top
1097 */ 1059 */
1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1117 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1118 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1119 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1120 } 1082 }
1121 1083
1122 this->light = light; 1084 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags; 1085 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow; 1086 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on; 1087 this->move_on = move_on;
1126 this->move_off = move_off; 1088 this->move_off = move_off;
1127 this->move_slow = move_slow; 1089 this->move_slow = move_slow;
1147 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1148 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1149 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1150 */ 1112 */
1151 1113
1152 for (tmp = last; tmp; tmp = tmp->below) 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1153 { 1115 {
1154 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 break; 1118 break;
1157 1119
1209 vol += op->volume (); 1171 vol += op->volume ();
1210 1172
1211 return vol; 1173 return vol;
1212} 1174}
1213 1175
1214/* this updates the orig_map->tile_map[tile_num] value after finding 1176maptile *
1215 * the map. It also takes care of linking back the freshly found 1177maptile::tile_available (int dir, bool load)
1216 * maps tile_map values if it tiles back to this one. It returns
1217 * the value of orig_map->tile_map[tile_num].
1218 */
1219static inline maptile *
1220find_and_link (maptile *orig_map, int tile_num)
1221{ 1178{
1222 maptile *mp = orig_map->tile_map [tile_num]; 1179 if (tile_path[dir])
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 } 1180 {
1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1182 return tile_map[dir];
1238 1183
1239 int dest_tile = (tile_num + 2) % 4; 1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir];
1186 }
1240 1187
1241 orig_map->tile_map [tile_num] = mp;
1242
1243 // optimisation: back-link map to origin map if euclidean
1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1247
1248 return mp; 1188 return 0;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1255} 1189}
1256 1190
1257/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1258 * map m. This function also takes into account any 1192 * map m. This function also takes into account any
1259 * tiling considerations, loading adjacant maps as needed. 1193 * tiling considerations, loading adjacant maps as needed.
1272 if (!m) 1206 if (!m)
1273 return 0; 1207 return 0;
1274 1208
1275 if (x < 0) 1209 if (x < 0)
1276 { 1210 {
1277 if (!m->tile_path[3]) 1211 if (!m->tile_available (3))
1278 return 1; 1212 return 1;
1279 1213
1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1281 find_and_link (m, 3);
1282
1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1214 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1284 } 1215 }
1285 1216
1286 if (x >= m->width) 1217 if (x >= m->width)
1287 { 1218 {
1288 if (!m->tile_path[1]) 1219 if (!m->tile_available (1))
1289 return 1; 1220 return 1;
1290 1221
1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1292 find_and_link (m, 1);
1293
1294 return out_of_map (m->tile_map[1], x - m->width, y); 1222 return out_of_map (m->tile_map[1], x - m->width, y);
1295 } 1223 }
1296 1224
1297 if (y < 0) 1225 if (y < 0)
1298 { 1226 {
1299 if (!m->tile_path[0]) 1227 if (!m->tile_available (0))
1300 return 1; 1228 return 1;
1301 1229
1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1303 find_and_link (m, 0);
1304
1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1230 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1306 } 1231 }
1307 1232
1308 if (y >= m->height) 1233 if (y >= m->height)
1309 { 1234 {
1310 if (!m->tile_path[2]) 1235 if (!m->tile_available (2))
1311 return 1; 1236 return 1;
1312
1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 2);
1315 1237
1316 return out_of_map (m->tile_map[2], x, y - m->height); 1238 return out_of_map (m->tile_map[2], x, y - m->height);
1317 } 1239 }
1318 1240
1319 /* Simple case - coordinates are within this local 1241 /* Simple case - coordinates are within this local
1333maptile * 1255maptile *
1334maptile::xy_find (sint16 &x, sint16 &y) 1256maptile::xy_find (sint16 &x, sint16 &y)
1335{ 1257{
1336 if (x < 0) 1258 if (x < 0)
1337 { 1259 {
1338 if (!tile_path[3]) 1260 if (!tile_available (3))
1339 return 0; 1261 return 0;
1340 1262
1341 find_and_link (this, 3);
1342 x += tile_map[3]->width; 1263 x += tile_map[3]->width;
1343 return tile_map[3]->xy_find (x, y); 1264 return tile_map[3]->xy_find (x, y);
1344 } 1265 }
1345 1266
1346 if (x >= width) 1267 if (x >= width)
1347 { 1268 {
1348 if (!tile_path[1]) 1269 if (!tile_available (1))
1349 return 0; 1270 return 0;
1350 1271
1351 find_and_link (this, 1);
1352 x -= width; 1272 x -= width;
1353 return tile_map[1]->xy_find (x, y); 1273 return tile_map[1]->xy_find (x, y);
1354 } 1274 }
1355 1275
1356 if (y < 0) 1276 if (y < 0)
1357 { 1277 {
1358 if (!tile_path[0]) 1278 if (!tile_available (0))
1359 return 0; 1279 return 0;
1360 1280
1361 find_and_link (this, 0);
1362 y += tile_map[0]->height; 1281 y += tile_map[0]->height;
1363 return tile_map[0]->xy_find (x, y); 1282 return tile_map[0]->xy_find (x, y);
1364 } 1283 }
1365 1284
1366 if (y >= height) 1285 if (y >= height)
1367 { 1286 {
1368 if (!tile_path[2]) 1287 if (!tile_available (2))
1369 return 0; 1288 return 0;
1370 1289
1371 find_and_link (this, 2);
1372 y -= height; 1290 y -= height;
1373 return tile_map[2]->xy_find (x, y); 1291 return tile_map[2]->xy_find (x, y);
1374 } 1292 }
1375 1293
1376 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1305adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1388{ 1306{
1389 if (!map1 || !map2) 1307 if (!map1 || !map2)
1390 return 0; 1308 return 0;
1391 1309
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!) 1311 //fix: compare paths instead (this is likely faster, too!)
1394 if (map1 == map2) 1312 if (map1 == map2)
1395 { 1313 {
1396 *dx = 0; 1314 *dx = 0;
1397 *dy = 0; 1315 *dy = 0;
1579 else 1497 else
1580 { 1498 {
1581 retval->distance_x += op2->x - x; 1499 retval->distance_x += op2->x - x;
1582 retval->distance_y += op2->y - y; 1500 retval->distance_y += op2->y - y;
1583 1501
1584 retval->part = NULL; 1502 retval->part = 0;
1585 retval->distance = idistance (retval->distance_x, retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1587 } 1505 }
1588} 1506}
1589 1507
1590/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
1604} 1522}
1605 1523
1606object * 1524object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags) 1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{ 1526{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1613} 1528}
1614 1529
1615region * 1530region *
1616maptile::region (int x, int y) const 1531maptile::region (int x, int y) const
1626 1541
1627 return ::region::default_region (); 1542 return ::region::default_region ();
1628} 1543}
1629 1544
1630/* picks a random object from a style map. 1545/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */ 1546 */
1634object * 1547object *
1635maptile::pick_random_object () const 1548maptile::pick_random_object (rand_gen &gen) const
1636{ 1549{
1637 /* while returning a null object will result in a crash, that 1550 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because 1551 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash. 1552 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make 1553 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me. 1554 * any difference, but this seems clearer to me.
1642 */ 1555 */
1643 for (int i = 1000; --i;) 1556 for (int i = 1000; --i;)
1644 { 1557 {
1645 object *pick = at (rndm (width), rndm (height)).bot; 1558 object *pick = at (gen (width), gen (height)).bot;
1646 1559
1647 // do not prefer big monsters just because they are big. 1560 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick) 1561 if (pick && pick->is_head ())
1649 return pick->head_ (); 1562 return pick->head_ ();
1650 } 1563 }
1651 1564
1652 // instead of crashing in the unlikely(?) case, try to return *something* 1565 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked"); 1566 return archetype::find ("bug");
1654} 1567}
1655 1568
1569void
1570maptile::play_sound (faceidx sound, int x, int y) const
1571{
1572 if (!sound)
1573 return;
1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1591 for_all_players (pl)
1592 if (client *ns = pl->ns)
1593 {
1594 int dx = x - pl->ob->x;
1595 int dy = y - pl->ob->y;
1596
1597 int distance = idistance (dx, dy);
1598
1599 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 }
1602}
1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

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