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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
172 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
173 */ 175 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 177 return 0;
176 178
177 if (ob->head != NULL)
178 ob = ob->head; 179 ob = ob->head_ ();
179 180
180 /* We basically go through the stack of objects, and if there is 181 /* 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 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
213 else 214 else
214 { 215 {
215 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
217 * movement, can't move here. 218 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
219 * hidden dm 220 * hidden dm
220 */ 221 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 223 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 230 return 1;
226 } 231 }
227 232
228 } 233 }
229 return 0; 234 return 0;
230} 235}
231
232 236
233/* 237/*
234 * Returns true if the given object can't fit in the given spot. 238 * 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, 239 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
272 276
273 /* don't have object, so don't know what types would block */ 277 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 278 return m1->at (sx, sy).move_block;
275 } 279 }
276 280
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 282 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 284
281 if (flag & P_OUT_OF_MAP) 285 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 286 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 287 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 288 return P_IS_ALIVE;
343} 347}
344 348
345/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 353 */
351void 354void
352maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
353{ 356{
354 if (!spaces) 357 if (!spaces)
355 return; 358 return;
356 359
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
359 { 362 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
364 { 365 {
365 /* If there is nothing more to this object, this for loop 366 op->remove ();
366 * won't do anything. 367 op->expand_tail ();
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 369 }
393
394 tmp = above;
395 } 370 }
396} 371}
397 372
398/* 373/*
399 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 375 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 376 */
403bool 377bool
404maptile::load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
405{ 379{
406 int unique; 380 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 381 {
414 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 383
416 * or editor will not be able to do anything with it either. 384 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 385 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
421 continue; 387 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 388 {
426 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
428 394
429 if (op->inv) 395 continue;
430 sum_weight (op);
431 396
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 397 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
437 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
438 break; 403 break;
439 } 404 }
440 405
441 op = object::create (); 406 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 407 }
462#endif
463 408
464 return true; 409 return true;
465} 410}
466 411
467void 412void
468maptile::activate () 413maptile::activate ()
469{ 414{
415 active = true;
416
470 if (!spaces) 417 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 420 op->activate_recursive ();
476} 421}
477 422
478void 423void
479maptile::deactivate () 424maptile::deactivate ()
480{ 425{
426 active = false;
427
481 if (!spaces) 428 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 431 op->deactivate_recursive ();
487} 432}
488 433
489bool 434bool
490maptile::save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
491{ 436{
437 coroapi::cede_to_tick ();
438
492 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
493 save_header (freezer); 440 _save_header (f);
494 441
495 if (!spaces) 442 if (!spaces)
496 return false; 443 return false;
497 444
498 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
507 continue; 454 continue;
508 455
509 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
510 { 457 {
511 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 459 op->write (f);
513 } 460 }
514 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1); 462 op->write (f);
516 } 463 }
517 } 464 }
518 465
466 coroapi::cede_to_tick ();
467
519 return true; 468 return true;
520} 469}
521 470
522bool 471bool
523maptile::load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
524{ 473{
525 object_thawer thawer (path); 474 object_thawer f (path);
526 475
527 if (!thawer) 476 if (!f)
528 return false; 477 return false;
478
479 f.next ();
529 480
530 if (skip_header) 481 if (skip_header)
531 for (;;) 482 for (;;)
532 { 483 {
533 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
534 485 f.skip ();
535 if (kw == KW_end) 486 if (kw == KW_end)
536 break; 487 break;
537
538 thawer.skip_kv (kw);
539 } 488 }
540 489
541 return load_objects (thawer); 490 return _load_objects (f);
542} 491}
543 492
544bool 493bool
545maptile::save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
546{ 495{
547 object_freezer freezer; 496 object_freezer freezer;
548 497
549 if (!save_objects (freezer, flags)) 498 if (!_save_objects (freezer, flags))
550 return false; 499 return false;
551 500
552 return freezer.save (path); 501 return freezer.save (path);
553} 502}
554 503
555maptile::maptile () 504maptile::maptile ()
556{ 505{
557 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
558 507
559 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
561 */ 510 */
562 width = 16; 511 width = 16;
563 height = 16; 512 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 513 timeout = 300;
566 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 515 max_volume = 2000000; // 2m³
568} 516}
569 517
570maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
571{ 519{
572 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
718 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 668 * MSW 2001-07-01
721 */ 669 */
722bool 670bool
723maptile::load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
724{ 672{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 673 for (;;)
730 { 674 {
731 keyword kw = thawer.get_kv (); 675 thawer.next ();
732 676
733 switch (kw) 677 switch (thawer.kw)
734 { 678 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 679 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
744 break; 681 break;
745 682
746 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
777 case KW_winddir: thawer.get (winddir); break; 714 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
779 716
780 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break;
782 720
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 721 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 723
786 // old names new names 724 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 725 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 735 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 736 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 737 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 738 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 739
740 case KW_end:
741 return true;
742
802 default: 743 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 744 if (!thawer.parse_error ("map", 0))
745 return false;
804 break; 746 break;
805 } 747 }
806 } 748 }
807 749
808 abort (); 750 abort ();
809} 751}
810 752
811bool 753bool
812maptile::load_header (const char *path) 754maptile::_load_header (const char *path)
813{ 755{
814 object_thawer thawer (path); 756 object_thawer thawer (path);
815 757
816 if (!thawer) 758 if (!thawer)
817 return false; 759 return false;
818 760
819 return load_header (thawer); 761 return _load_header (thawer);
820} 762}
821 763
822/****************************************************************************** 764/******************************************************************************
823 * This is the start of unique map handling code 765 * This is the start of unique map handling code
824 *****************************************************************************/ 766 *****************************************************************************/
835 object *above = op->above; 777 object *above = op->above;
836 778
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
838 unique = 1; 780 unique = 1;
839 781
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 { 783 {
842 op->destroy_inv (false); 784 op->destroy_inv (false);
843 op->destroy (); 785 op->destroy ();
844 } 786 }
845 787
847 } 789 }
848 } 790 }
849} 791}
850 792
851bool 793bool
852maptile::save_header (object_freezer &freezer) 794maptile::_save_header (object_freezer &freezer)
853{ 795{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 796#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 798
857 MAP_OUT2 (arch, "map"); 799 MAP_OUT2 (arch, "map");
859 if (name) MAP_OUT (name); 801 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 802 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 803 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 804 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 805 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset);
864 MAP_OUT (difficulty); 807 MAP_OUT (difficulty);
865 808
866 if (region) MAP_OUT2 (region, region->name); 809 if (default_region) MAP_OUT2 (region, default_region->name);
867 810
868 if (shopitems) 811 if (shopitems)
869 { 812 {
870 char shop[MAX_BUF]; 813 char shop[MAX_BUF];
871 print_shop_string (this, shop); 814 print_shop_string (this, shop);
906 849
907 return true; 850 return true;
908} 851}
909 852
910bool 853bool
911maptile::save_header (const char *path) 854maptile::_save_header (const char *path)
912{ 855{
913 object_freezer freezer; 856 object_freezer freezer;
914 857
915 if (!save_header (freezer)) 858 if (!_save_header (freezer))
916 return false; 859 return false;
917 860
918 return freezer.save (path); 861 return freezer.save (path);
919} 862}
920 863
922 * Remove and free all objects in the given map. 865 * Remove and free all objects in the given map.
923 */ 866 */
924void 867void
925maptile::clear () 868maptile::clear ()
926{ 869{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
927 if (!spaces) 873 if (spaces)
928 return; 874 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 875 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 876 while (object *op = ms->bot)
932 { 877 {
933 if (op->head)
934 op = op->head; 878 op = op->head_ ();
935
936 op->destroy_inv (false); 879 op->destroy_inv (false);
937 op->destroy (); 880 op->destroy ();
938 } 881 }
939 882
940 sfree (spaces, size ()), spaces = 0; 883 sfree (spaces, size ()), spaces = 0;
884 }
941 885
942 if (buttons) 886 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 887 free_objectlinkpt (buttons), buttons = 0;
944} 888}
945 889
978maptile::do_destroy () 922maptile::do_destroy ()
979{ 923{
980 attachable::do_destroy (); 924 attachable::do_destroy ();
981 925
982 clear (); 926 clear ();
927}
928
929/* decay and destroy perishable items in a map */
930void
931maptile::do_decay_objects ()
932{
933 if (!spaces)
934 return;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above)
938 {
939 above = op->above;
940
941 bool destroy = 0;
942
943 // do not decay anything above unique floor tiles (yet :)
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break;
946
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ())
954 ; // do not decay
955 else if (op->is_weapon ())
956 {
957 op->stats.dam--;
958 if (op->stats.dam < 0)
959 destroy = 1;
960 }
961 else if (op->is_armor ())
962 {
963 op->stats.ac--;
964 if (op->stats.ac < 0)
965 destroy = 1;
966 }
967 else if (op->type == FOOD)
968 {
969 op->stats.food -= rndm (5, 20);
970 if (op->stats.food < 0)
971 destroy = 1;
972 }
973 else
974 {
975 int mat = op->materials;
976
977 if (mat & M_PAPER
978 || mat & M_LEATHER
979 || mat & M_WOOD
980 || mat & M_ORGANIC
981 || mat & M_CLOTH
982 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32))
988 destroy = 1;
989 }
990
991 /* adjust overall chance below */
992 if (destroy && rndm (0, 1))
993 op->destroy ();
994 }
983} 995}
984 996
985/* 997/*
986 * Updates every button on the map (by calling update_button() for them). 998 * Updates every button on the map (by calling update_button() for them).
987 */ 999 */
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1047 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036 { 1048 {
1037 total_exp += op->stats.exp; 1049 total_exp += op->stats.exp;
1038 1050
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1040 total_exp += at->clone.stats.exp * 8; 1052 total_exp += at->stats.exp * 8;
1041 1053
1042 monster_cnt++; 1054 monster_cnt++;
1043 } 1055 }
1044 } 1056 }
1045 1057
1099 */ 1111 */
1100void 1112void
1101mapspace::update_ () 1113mapspace::update_ ()
1102{ 1114{
1103 object *tmp, *last = 0; 1115 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1105 New_Face *top, *floor, *middle;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1118
1109 middle = blank_face; 1119 //object *middle = 0;
1110 top = blank_face; 1120 //object *top = 0;
1111 floor = blank_face; 1121 //object *floor = 0;
1112 1122 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1123 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1124 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1125 object *&floor = faces_obj[2] = 0;
1116 1126
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1128 {
1119 /* This could be made additive I guess (two lights better than 1129 /* This could be made additive I guess (two lights better than
1120 * one). But if so, it shouldn't be a simple additive - 2 1130 * one). But if so, it shouldn't be a simple additive - 2
1133 * Always put the player down for drawing. 1143 * Always put the player down for drawing.
1134 */ 1144 */
1135 if (!tmp->invisible) 1145 if (!tmp->invisible)
1136 { 1146 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1148 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1150 {
1144 /* If we got a floor, that means middle and top were below it, 1151 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1152 * so should not be visible, so we clear them.
1146 */ 1153 */
1147 middle = blank_face; 1154 middle = 0;
1148 top = blank_face; 1155 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1156 floor = tmp;
1151 } 1157 }
1152 /* Flag anywhere have high priority */ 1158 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1160 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1161 middle = tmp;
1158 anywhere = 1; 1162 anywhere = 1;
1159 } 1163 }
1160 /* Find the highest visible face around. If equal 1164 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1165 * visibilities, we still want the one nearer to the
1162 * top 1166 * top
1163 */ 1167 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1169 middle = tmp;
1168 }
1169 } 1170 }
1170 1171
1171 if (tmp == tmp->above) 1172 if (tmp == tmp->above)
1172 { 1173 {
1173 LOG (llevError, "Error in structure of map\n"); 1174 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1209 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1210 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1211 * may be possible for the faces to match but be different objects.
1211 */ 1212 */
1212 if (top == middle) 1213 if (top == middle)
1213 middle = blank_face; 1214 middle = 0;
1214 1215
1215 /* There are three posibilities at this point: 1216 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1217 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1218 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1219 * 3) neither middle or top is set - need to set both.
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1224 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1226 break;
1226 1227
1227 /* If two top faces are already set, quit processing */ 1228 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1229 if (top && middle)
1229 break; 1230 break;
1230 1231
1231 /* Only show visible faces, unless its the editor - show all */ 1232 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1233 if (!tmp->invisible)
1233 { 1234 {
1234 /* Fill in top if needed */ 1235 /* Fill in top if needed */
1235 if (top == blank_face) 1236 if (!top)
1236 { 1237 {
1237 top = tmp->face;
1238 top_obj = tmp; 1238 top = tmp;
1239 if (top == middle) 1239 if (top == middle)
1240 middle = blank_face; 1240 middle = 0;
1241 } 1241 }
1242 else 1242 else
1243 { 1243 {
1244 /* top is already set - we should only get here if 1244 /* top is already set - we should only get here if
1245 * middle is not set 1245 * middle is not set
1246 * 1246 *
1247 * Set the middle face and break out, since there is nothing 1247 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1248 * more to fill in. We don't check visiblity here, since
1249 * 1249 *
1250 */ 1250 */
1251 if (tmp->face != top) 1251 if (tmp != top)
1252 { 1252 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1253 middle = tmp;
1255 break; 1254 break;
1256 } 1255 }
1257 } 1256 }
1258 } 1257 }
1259 } 1258 }
1260 1259
1261 if (middle == floor) 1260 if (middle == floor)
1262 middle = blank_face; 1261 middle = 0;
1263 1262
1264 if (top == middle) 1263 if (top == middle)
1265 middle = blank_face; 1264 middle = 0;
1266 1265
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1266#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1267 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1268 faces_obj [1] = middle;
1269 faces_obj [2] = floor;
1270#endif
1270} 1271}
1271 1272
1273uint64
1274mapspace::volume () const
1275{
1276 uint64 vol = 0;
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282}
1283
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1284/* this updates the orig_map->tile_map[tile_num] value after finding
1273 * the map. It also takes care of linking back the freshly loaded 1285 * the map. It also takes care of linking back the freshly found
1274 * maps tile_map values if it tiles back to this one. It returns 1286 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this 1287 * the value of orig_map->tile_map[tile_num].
1276 * so that it is easier for calling functions to verify success.
1277 */ 1288 */
1278static maptile * 1289static inline maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num) 1290find_and_link (maptile *orig_map, int tile_num)
1280{ 1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1282 1297
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1298 if (!mp)
1284 { 1299 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path); 1302 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1); 1303 mp = new maptile (1, 1);
1289 mp->alloc (); 1304 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY; 1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1291 } 1307 }
1292 1308
1293 int dest_tile = (tile_num + 2) % 4; 1309 int dest_tile = (tile_num + 2) % 4;
1294 1310
1295 orig_map->tile_map[tile_num] = mp; 1311 orig_map->tile_map [tile_num] = mp;
1296 1312
1297 // optimisation: back-link map to origin map if euclidean 1313 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO 1314 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 1317
1302 return mp; 1318 return mp;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1325}
1304 1326
1305/* this returns TRUE if the coordinates (x,y) are out of 1327/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1328 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1329 * tiling considerations, loading adjacant maps as needed.
1324 { 1346 {
1325 if (!m->tile_path[3]) 1347 if (!m->tile_path[3])
1326 return 1; 1348 return 1;
1327 1349
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3); 1351 find_and_link (m, 3);
1330 1352
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1354 }
1333 1355
1334 if (x >= m->width) 1356 if (x >= m->width)
1335 { 1357 {
1336 if (!m->tile_path[1]) 1358 if (!m->tile_path[1])
1337 return 1; 1359 return 1;
1338 1360
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1); 1362 find_and_link (m, 1);
1341 1363
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1364 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1365 }
1344 1366
1345 if (y < 0) 1367 if (y < 0)
1346 { 1368 {
1347 if (!m->tile_path[0]) 1369 if (!m->tile_path[0])
1348 return 1; 1370 return 1;
1349 1371
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0); 1373 find_and_link (m, 0);
1352 1374
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1376 }
1355 1377
1356 if (y >= m->height) 1378 if (y >= m->height)
1357 { 1379 {
1358 if (!m->tile_path[2]) 1380 if (!m->tile_path[2])
1359 return 1; 1381 return 1;
1360 1382
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2); 1384 find_and_link (m, 2);
1363 1385
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1386 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1387 }
1366 1388
1367 /* Simple case - coordinates are within this local 1389 /* Simple case - coordinates are within this local
1372 1394
1373/* This is basically the same as out_of_map above, but 1395/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1396 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1397 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1398 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1399 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1400 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1401 * and then figuring out what the real map is
1380 */ 1402 */
1381maptile * 1403maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1404maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1405{
1384 if (*x < 0) 1406 if (x < 0)
1385 { 1407 {
1386 if (!m->tile_path[3]) 1408 if (!tile_path[3])
1387 return 0; 1409 return 0;
1388 1410
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1411 find_and_link (this, 3);
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1412 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1413 return tile_map[3]->xy_find (x, y);
1394 } 1414 }
1395 1415
1396 if (*x >= m->width) 1416 if (x >= width)
1397 { 1417 {
1398 if (!m->tile_path[1]) 1418 if (!tile_path[1])
1399 return 0; 1419 return 0;
1400 1420
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1421 find_and_link (this, 1);
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1422 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1423 return tile_map[1]->xy_find (x, y);
1406 } 1424 }
1407 1425
1408 if (*y < 0) 1426 if (y < 0)
1409 { 1427 {
1410 if (!m->tile_path[0]) 1428 if (!tile_path[0])
1411 return 0; 1429 return 0;
1412 1430
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1431 find_and_link (this, 0);
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1432 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1433 return tile_map[0]->xy_find (x, y);
1418 } 1434 }
1419 1435
1420 if (*y >= m->height) 1436 if (y >= height)
1421 { 1437 {
1422 if (!m->tile_path[2]) 1438 if (!tile_path[2])
1423 return 0; 1439 return 0;
1424 1440
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1441 find_and_link (this, 2);
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1442 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1443 return tile_map[2]->xy_find (x, y);
1430 } 1444 }
1431 1445
1432 /* Simple case - coordinates are within this local 1446 /* Simple case - coordinates are within this local
1433 * map. 1447 * map.
1434 */ 1448 */
1435 return m; 1449 return this;
1436} 1450}
1437 1451
1438/** 1452/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1453 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1454 * map1 to map2 in dx/dy.
1441 */ 1455 */
1442static int 1456int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1458{
1445 if (!map1 || !map2) 1459 if (!map1 || !map2)
1446 return 0; 1460 return 0;
1447 1461
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1464 if (map1 == map2)
1449 { 1465 {
1450 *dx = 0; 1466 *dx = 0;
1451 *dy = 0; 1467 *dy = 0;
1452 } 1468 }
1512 } 1528 }
1513 else 1529 else
1514 return 0; 1530 return 0;
1515 1531
1516 return 1; 1532 return 1;
1533}
1534
1535maptile *
1536maptile::xy_load (sint16 &x, sint16 &y)
1537{
1538 maptile *map = xy_find (x, y);
1539
1540 if (map)
1541 map->load_sync ();
1542
1543 return map;
1544}
1545
1546maptile *
1547get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1548{
1549 return m->xy_load (*x, *y);
1517} 1550}
1518 1551
1519/* From map.c 1552/* From map.c
1520 * This is used by get_player to determine where the other 1553 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1554 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1555 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1556 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1557 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1558 * that the creature should head. part is the part of the
1526 * monster that is closest. 1559 * monster that is closest.
1527 * 1560 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1561 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1562 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1573get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1574{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1576 {
1544 /* be conservative and fill in _some_ data */ 1577 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1578 retval->distance = 10000;
1546 retval->distance_x = 32767; 1579 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1580 retval->distance_y = 10000;
1548 retval->direction = 0; 1581 retval->direction = 0;
1549 retval->part = 0; 1582 retval->part = 0;
1550 } 1583 }
1551 else 1584 else
1552 { 1585 {
1557 1590
1558 best = op1; 1591 best = op1;
1559 /* If this is multipart, find the closest part now */ 1592 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1593 if (!(flags & 0x1) && op1->more)
1561 { 1594 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1596
1565 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1601 * below works.
1570 */ 1602 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1603 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1604 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1607 if (tmpi < best_distance)
1576 { 1608 {
1577 best_distance = tmpi; 1609 best_distance = tmpi;
1578 best = tmp; 1610 best = tmp;
1579 } 1611 }
1580 } 1612 }
1613
1581 if (best != op1) 1614 if (best != op1)
1582 { 1615 {
1583 retval->distance_x += op1->x - best->x; 1616 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1617 retval->distance_y += op1->y - best->y;
1585 } 1618 }
1586 } 1619 }
1620
1587 retval->part = best; 1621 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1622 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1624 }
1591} 1625}
1592 1626
1593/* this is basically the same as get_rangevector above, but instead of 1627/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1632 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1633 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1634 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1635 * field of the rv_vector is set to NULL.
1602 */ 1636 */
1603
1604void 1637void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1639{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1641 {
1609 /* be conservative and fill in _some_ data */ 1642 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1643 retval->distance = 100000;
1617 { 1650 {
1618 retval->distance_x += op2->x - x; 1651 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1652 retval->distance_y += op2->y - y;
1620 1653
1621 retval->part = NULL; 1654 retval->part = NULL;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1657 }
1625} 1658}
1626 1659
1627/* Returns true of op1 and op2 are effectively on the same map 1660/* Returns true of op1 and op2 are effectively on the same map
1647 op->remove (); 1680 op->remove ();
1648 1681
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1683}
1651 1684
1685region *
1686maptile::region (int x, int y) const
1687{
1688 if (regions
1689 && regionmap
1690 && !OUT_OF_REAL_MAP (this, x, y))
1691 if (struct region *reg = regionmap [regions [y * width + x]])
1692 return reg;
1693
1694 if (default_region)
1695 return default_region;
1696
1697 return ::region::default_region ();
1698}
1699
1700/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */
1704object *
1705maptile::pick_random_object () const
1706{
1707 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me.
1712 */
1713 for (int i = 1000; --i;)
1714 {
1715 object *pick = at (rndm (width), rndm (height)).bot;
1716
1717 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick)
1719 return pick->head_ ();
1720 }
1721
1722 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked");
1724}
1725

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