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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.114 by root, Thu Jul 26 00:27:07 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
172 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
173 */ 108 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 110 return 0;
176 111
177 if (ob->head != NULL)
178 ob = ob->head; 112 ob = ob->head_ ();
179 113
180 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
213 else 147 else
214 { 148 {
215 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
217 * movement, can't move here. 151 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
219 * hidden dm 153 * hidden dm
220 */ 154 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 156 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 163 return 1;
226 } 164 }
227 165
228 } 166 }
229 return 0; 167 return 0;
230} 168}
231
232 169
233/* 170/*
234 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
272 209
273 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
275 } 212 }
276 213
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 215 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 217
281 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 221 return P_IS_ALIVE;
329 * carrying. 266 * carrying.
330 */ 267 */
331 sum_weight (container); 268 sum_weight (container);
332} 269}
333 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
334/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 286 */
340void 287void
341maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
342{ 289{
343 if (!spaces) 290 if (!spaces)
344 return; 291 return;
345 292
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
348 { 297 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 300 {
363 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
364 303
365 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
380 } 311 }
312 else
313 op = op->above;
381 } 314 }
382
383 tmp = above;
384 } 315 }
385} 316}
386 317
387/* 318/*
388 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 320 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 321 */
392bool 322bool
393maptile::load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
394{ 324{
395 int unique; 325 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 326 {
403 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 328
405 * or editor will not be able to do anything with it either. 329 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 330 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
410 continue; 332 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 333 {
415 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
417 339
418 if (op->inv) 340 continue;
419 sum_weight (op);
420 341
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 342 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
426 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
427 break; 348 break;
428 } 349 }
429 350
430 op = object::create (); 351 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 352 }
451#endif
452 353
453 return true; 354 return true;
454} 355}
455 356
456void 357void
457maptile::activate () 358maptile::activate ()
458{ 359{
360 active = true;
361
459 if (!spaces) 362 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 364 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 365 op->activate_recursive ();
465} 366}
466 367
467void 368void
468maptile::deactivate () 369maptile::deactivate ()
469{ 370{
371 active = false;
372
470 if (!spaces) 373 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 376 op->deactivate_recursive ();
476} 377}
477 378
478bool 379bool
479maptile::save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
480{ 381{
382 coroapi::cede_to_tick ();
383
481 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
482 save_header (freezer); 385 _save_header (f);
483 386
484 if (!spaces) 387 if (!spaces)
485 return false; 388 return false;
486 389
487 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
496 continue; 399 continue;
497 400
498 if (unique || op->flag [FLAG_UNIQUE]) 401 if (unique || op->flag [FLAG_UNIQUE])
499 { 402 {
500 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 404 op->write (f);
502 } 405 }
503 else if (flags & IO_OBJECTS) 406 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1); 407 op->write (f);
505 } 408 }
506 } 409 }
507 410
411 coroapi::cede_to_tick ();
412
508 return true; 413 return true;
509} 414}
510 415
511bool 416bool
512maptile::load_objects (const char *path, bool skip_header) 417maptile::_load_objects (const char *path, bool skip_header)
513{ 418{
514 object_thawer thawer (path); 419 object_thawer f (path);
515 420
516 if (!thawer) 421 if (!f)
517 return false; 422 return false;
423
424 f.next ();
518 425
519 if (skip_header) 426 if (skip_header)
520 for (;;) 427 for (;;)
521 { 428 {
522 keyword kw = thawer.get_kv (); 429 keyword kw = f.kw;
523 430 f.skip ();
524 if (kw == KW_end) 431 if (kw == KW_end)
525 break; 432 break;
526
527 thawer.skip_kv (kw);
528 } 433 }
529 434
530 return load_objects (thawer); 435 return _load_objects (f);
531} 436}
532 437
533bool 438bool
534maptile::save_objects (const char *path, int flags) 439maptile::_save_objects (const char *path, int flags)
535{ 440{
536 object_freezer freezer; 441 object_freezer freezer;
537 442
538 if (!save_objects (freezer, flags)) 443 if (!_save_objects (freezer, flags))
539 return false; 444 return false;
540 445
541 return freezer.save (path); 446 return freezer.save (path);
542} 447}
543 448
544maptile::maptile () 449maptile::maptile ()
545{ 450{
546 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
547 452
548 /* The maps used to pick up default x and y values from the 453 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
550 */ 455 */
551 width = 16; 456 width = 16;
552 height = 16; 457 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 458 timeout = 300;
555 enter_x = 0; 459 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 460 max_volume = 2000000; // 2m³
557} 461}
558 462
559maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
560{ 464{
561 in_memory = MAP_SWAPPED; 465 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 611 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 612 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 613 * MSW 2001-07-01
710 */ 614 */
711bool 615bool
712maptile::load_header (object_thawer &thawer) 616maptile::_load_header (object_thawer &thawer)
713{ 617{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 618 for (;;)
719 { 619 {
720 keyword kw = thawer.get_kv (); 620 thawer.next ();
721 621
722 switch (kw) 622 switch (thawer.kw)
723 { 623 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 624 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 625 thawer.get_ml (KW_endmsg, msg);
733 break; 626 break;
734 627
735 case KW_lore: // CF+ extension 628 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 659 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 660 case KW_sky: thawer.get (sky); break;
768 661
769 case KW_per_player: thawer.get (per_player); break; 662 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 663 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break;
771 665
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 666 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 668
775 // old names new names 669 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 670 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 671 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
689 case KW_end:
690 return true;
691
791 default: 692 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 693 if (!thawer.parse_error ("map", 0))
694 return false;
793 break; 695 break;
794 } 696 }
795 } 697 }
796 698
797 abort (); 699 abort ();
798} 700}
799 701
800bool 702bool
801maptile::load_header (const char *path) 703maptile::_load_header (const char *path)
802{ 704{
803 object_thawer thawer (path); 705 object_thawer thawer (path);
804 706
805 if (!thawer) 707 if (!thawer)
806 return false; 708 return false;
807 709
808 return load_header (thawer); 710 return _load_header (thawer);
809} 711}
810 712
811/****************************************************************************** 713/******************************************************************************
812 * This is the start of unique map handling code 714 * This is the start of unique map handling code
813 *****************************************************************************/ 715 *****************************************************************************/
824 object *above = op->above; 726 object *above = op->above;
825 727
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 729 unique = 1;
828 730
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 { 732 {
831 op->destroy_inv (false); 733 op->destroy_inv (false);
832 op->destroy (); 734 op->destroy ();
833 } 735 }
834 736
836 } 738 }
837 } 739 }
838} 740}
839 741
840bool 742bool
841maptile::save_header (object_freezer &freezer) 743maptile::_save_header (object_freezer &freezer)
842{ 744{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 745#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 747
846 MAP_OUT2 (arch, "map"); 748 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 750 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 751 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 752 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 753 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
853 MAP_OUT (difficulty); 756 MAP_OUT (difficulty);
854 757
855 if (region) MAP_OUT2 (region, region->name); 758 if (default_region) MAP_OUT2 (region, default_region->name);
856 759
857 if (shopitems) 760 if (shopitems)
858 { 761 {
859 char shop[MAX_BUF]; 762 char shop[MAX_BUF];
860 print_shop_string (this, shop); 763 print_shop_string (this, shop);
895 798
896 return true; 799 return true;
897} 800}
898 801
899bool 802bool
900maptile::save_header (const char *path) 803maptile::_save_header (const char *path)
901{ 804{
902 object_freezer freezer; 805 object_freezer freezer;
903 806
904 if (!save_header (freezer)) 807 if (!_save_header (freezer))
905 return false; 808 return false;
906 809
907 return freezer.save (path); 810 return freezer.save (path);
908} 811}
909 812
911 * Remove and free all objects in the given map. 814 * Remove and free all objects in the given map.
912 */ 815 */
913void 816void
914maptile::clear () 817maptile::clear ()
915{ 818{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
916 if (!spaces) 822 if (spaces)
917 return; 823 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 825 while (object *op = ms->bot)
921 { 826 {
922 if (op->head)
923 op = op->head; 827 op = op->head_ ();
924
925 op->destroy_inv (false); 828 op->destroy_inv (false);
926 op->destroy (); 829 op->destroy ();
927 } 830 }
928 831
929 sfree (spaces, size ()), spaces = 0; 832 sfree (spaces, size ()), spaces = 0;
833 }
930 834
931 if (buttons) 835 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 836 free_objectlinkpt (buttons), buttons = 0;
933} 837}
934 838
967maptile::do_destroy () 871maptile::do_destroy ()
968{ 872{
969 attachable::do_destroy (); 873 attachable::do_destroy ();
970 874
971 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy ();
943 }
972} 944}
973 945
974/* 946/*
975 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
976 */ 948 */
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025 { 997 {
1026 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1027 999
1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1029 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1030 1002
1031 monster_cnt++; 1003 monster_cnt++;
1032 } 1004 }
1033 } 1005 }
1034 1006
1088 */ 1060 */
1089void 1061void
1090mapspace::update_ () 1062mapspace::update_ ()
1091{ 1063{
1092 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1094 New_Face *top, *floor, *middle;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1067
1098 middle = blank_face; 1068 //object *middle = 0;
1099 top = blank_face; 1069 //object *top = 0;
1100 floor = blank_face; 1070 //object *floor = 0;
1101 1071 // this seems to generate better code than using locals, above
1102 middle_obj = 0; 1072 object *&top = faces_obj[0] = 0;
1103 top_obj = 0; 1073 object *&middle = faces_obj[1] = 0;
1104 floor_obj = 0; 1074 object *&floor = faces_obj[2] = 0;
1105 1075
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1077 {
1108 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1109 * one). But if so, it shouldn't be a simple additive - 2 1079 * one). But if so, it shouldn't be a simple additive - 2
1122 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1123 */ 1093 */
1124 if (!tmp->invisible) 1094 if (!tmp->invisible)
1125 { 1095 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1097 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1099 {
1133 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1135 */ 1102 */
1136 middle = blank_face; 1103 middle = 0;
1137 top = blank_face; 1104 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1105 floor = tmp;
1140 } 1106 }
1141 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1109 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1110 middle = tmp;
1147 anywhere = 1; 1111 anywhere = 1;
1148 } 1112 }
1149 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1151 * top 1115 * top
1152 */ 1116 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1118 middle = tmp;
1157 }
1158 } 1119 }
1159 1120
1160 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1161 { 1122 {
1162 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1197 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
1200 */ 1161 */
1201 if (top == middle) 1162 if (top == middle)
1202 middle = blank_face; 1163 middle = 0;
1203 1164
1204 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1175 break;
1215 1176
1216 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1218 break; 1179 break;
1219 1180
1220 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
1222 { 1183 {
1223 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1224 if (top == blank_face) 1185 if (!top)
1225 { 1186 {
1226 top = tmp->face;
1227 top_obj = tmp; 1187 top = tmp;
1228 if (top == middle) 1188 if (top == middle)
1229 middle = blank_face; 1189 middle = 0;
1230 } 1190 }
1231 else 1191 else
1232 { 1192 {
1233 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1234 * middle is not set 1194 * middle is not set
1235 * 1195 *
1236 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1238 * 1198 *
1239 */ 1199 */
1240 if (tmp->face != top) 1200 if (tmp != top)
1241 { 1201 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1202 middle = tmp;
1244 break; 1203 break;
1245 } 1204 }
1246 } 1205 }
1247 } 1206 }
1248 } 1207 }
1249 1208
1250 if (middle == floor) 1209 if (middle == floor)
1251 middle = blank_face; 1210 middle = 0;
1252 1211
1253 if (top == middle) 1212 if (top == middle)
1254 middle = blank_face; 1213 middle = 0;
1255 1214
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1259} 1220}
1260 1221
1222uint64
1223mapspace::volume () const
1224{
1225 uint64 vol = 0;
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1231}
1232
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1233/* this updates the orig_map->tile_map[tile_num] value after finding
1262 * the map. It also takes care of linking back the freshly loaded 1234 * the map. It also takes care of linking back the freshly found
1263 * maps tile_map values if it tiles back to this one. It returns 1235 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this 1236 * the value of orig_map->tile_map[tile_num].
1265 * so that it is easier for calling functions to verify success.
1266 */ 1237 */
1267static maptile * 1238static inline maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
1269{ 1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242
1243 if (!mp)
1244 {
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271 1246
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1247 if (!mp)
1273 { 1248 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1251 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1); 1252 mp = new maptile (1, 1);
1278 mp->alloc (); 1253 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY; 1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1280 } 1256 }
1281 1257
1282 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
1283 1259
1284 orig_map->tile_map[tile_num] = mp; 1260 orig_map->tile_map [tile_num] = mp;
1285 1261
1286 // optimisation: back-link map to origin map if euclidean 1262 // optimisation: back-link map to origin map if euclidean
1287 //TODO: non-euclidean maps MUST GO 1263 //TODO: non-euclidean maps MUST GO
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290 1266
1291 return mp; 1267 return mp;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
1292} 1274}
1293 1275
1294/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
1313 { 1295 {
1314 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
1315 return 1; 1297 return 1;
1316 1298
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3); 1300 find_and_link (m, 3);
1319 1301
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1303 }
1322 1304
1323 if (x >= m->width) 1305 if (x >= m->width)
1324 { 1306 {
1325 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
1326 return 1; 1308 return 1;
1327 1309
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1); 1311 find_and_link (m, 1);
1330 1312
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1313 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1314 }
1333 1315
1334 if (y < 0) 1316 if (y < 0)
1335 { 1317 {
1336 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
1337 return 1; 1319 return 1;
1338 1320
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0); 1322 find_and_link (m, 0);
1341 1323
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1325 }
1344 1326
1345 if (y >= m->height) 1327 if (y >= m->height)
1346 { 1328 {
1347 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
1348 return 1; 1330 return 1;
1349 1331
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2); 1333 find_and_link (m, 2);
1352 1334
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1335 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1336 }
1355 1337
1356 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1361 1343
1362/* This is basically the same as out_of_map above, but 1344/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1345 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1346 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1347 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1348 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
1369 */ 1351 */
1370maptile * 1352maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1353maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1354{
1373 if (*x < 0) 1355 if (x < 0)
1374 { 1356 {
1375 if (!m->tile_path[3]) 1357 if (!tile_path[3])
1376 return 0; 1358 return 0;
1377 1359
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 3);
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1361 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1362 return tile_map[3]->xy_find (x, y);
1383 } 1363 }
1384 1364
1385 if (*x >= m->width) 1365 if (x >= width)
1386 { 1366 {
1387 if (!m->tile_path[1]) 1367 if (!tile_path[1])
1388 return 0; 1368 return 0;
1389 1369
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 1);
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1371 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1372 return tile_map[1]->xy_find (x, y);
1395 } 1373 }
1396 1374
1397 if (*y < 0) 1375 if (y < 0)
1398 { 1376 {
1399 if (!m->tile_path[0]) 1377 if (!tile_path[0])
1400 return 0; 1378 return 0;
1401 1379
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1380 find_and_link (this, 0);
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1381 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1382 return tile_map[0]->xy_find (x, y);
1407 } 1383 }
1408 1384
1409 if (*y >= m->height) 1385 if (y >= height)
1410 { 1386 {
1411 if (!m->tile_path[2]) 1387 if (!tile_path[2])
1412 return 0; 1388 return 0;
1413 1389
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1390 find_and_link (this, 2);
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1391 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map[2]->xy_find (x, y);
1419 } 1393 }
1420 1394
1421 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1422 * map. 1396 * map.
1423 */ 1397 */
1424 return m; 1398 return this;
1425} 1399}
1426 1400
1427/** 1401/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1430 */ 1404 */
1431static int 1405int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1407{
1434 if (!map1 || !map2) 1408 if (!map1 || !map2)
1435 return 0; 1409 return 0;
1436 1410
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1413 if (map1 == map2)
1438 { 1414 {
1439 *dx = 0; 1415 *dx = 0;
1440 *dy = 0; 1416 *dy = 0;
1441 } 1417 }
1501 } 1477 }
1502 else 1478 else
1503 return 0; 1479 return 0;
1504 1480
1505 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
1506} 1499}
1507 1500
1508/* From map.c 1501/* From map.c
1509 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1515 * monster that is closest. 1508 * monster that is closest.
1516 * 1509 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1523{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1525 {
1533 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1527 retval->distance = 10000;
1535 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
1537 retval->direction = 0; 1530 retval->direction = 0;
1538 retval->part = 0; 1531 retval->part = 0;
1539 } 1532 }
1540 else 1533 else
1541 { 1534 {
1546 1539
1547 best = op1; 1540 best = op1;
1548 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
1550 { 1543 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1545
1554 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1550 * below works.
1559 */ 1551 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1553 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1565 { 1557 {
1566 best_distance = tmpi; 1558 best_distance = tmpi;
1567 best = tmp; 1559 best = tmp;
1568 } 1560 }
1569 } 1561 }
1562
1570 if (best != op1) 1563 if (best != op1)
1571 { 1564 {
1572 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1574 } 1567 }
1575 } 1568 }
1569
1576 retval->part = best; 1570 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1573 }
1580} 1574}
1581 1575
1582/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1591 */ 1585 */
1592
1593void 1586void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1588{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1590 {
1598 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1592 retval->distance = 100000;
1606 { 1599 {
1607 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1609 1602
1610 retval->part = NULL; 1603 retval->part = NULL;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = idistance (retval->distance_x, retval->distance_y);
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1606 }
1614} 1607}
1615 1608
1616/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1636 op->remove (); 1629 op->remove ();
1637 1630
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1631 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1632}
1640 1633
1634region *
1635maptile::region (int x, int y) const
1636{
1637 if (regions
1638 && regionmap
1639 && !OUT_OF_REAL_MAP (this, x, y))
1640 if (struct region *reg = regionmap [regions [y * width + x]])
1641 return reg;
1642
1643 if (default_region)
1644 return default_region;
1645
1646 return ::region::default_region ();
1647}
1648
1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */
1653object *
1654maptile::pick_random_object () const
1655{
1656 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me.
1661 */
1662 for (int i = 1000; --i;)
1663 {
1664 object *pick = at (rndm (width), rndm (height)).bot;
1665
1666 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick)
1668 return pick->head_ ();
1669 }
1670
1671 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked");
1673}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681
1682void
1683maptile::play_sound (faceidx sound, int x, int y) const
1684{
1685 if (!sound)
1686 return;
1687
1688 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns)
1691 {
1692 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y;
1694
1695 int distance = idistance (dx, dy);
1696
1697 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy);
1699 }
1700}
1701

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