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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 1.114 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;
343} 280}
344 281
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 286 */
351void 287void
352maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
353{ 289{
354 if (!spaces) 290 if (!spaces)
355 return; 291 return;
356 292
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
359 { 297 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
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 { 300 {
374 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
375 303
376 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
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); 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
391 } 311 }
312 else
313 op = op->above;
392 } 314 }
393
394 tmp = above;
395 } 315 }
396} 316}
397 317
398/* 318/*
399 * 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
400 * file pointer. 320 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 321 */
403bool 322bool
404maptile::load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
405{ 324{
406 int unique; 325 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 { 326 {
414 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 328
416 * or editor will not be able to do anything with it either. 329 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 330 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
421 continue; 332 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 333 {
426 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
427 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 }
428 339
429 if (op->inv) 340 continue;
430 sum_weight (op);
431 341
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 342 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
437 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
438 break; 348 break;
439 } 349 }
440 350
441 op = object::create (); 351 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 } 352 }
462#endif
463 353
464 return true; 354 return true;
465} 355}
466 356
467void 357void
468maptile::activate () 358maptile::activate ()
469{ 359{
360 active = true;
361
470 if (!spaces) 362 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 364 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 365 op->activate_recursive ();
476} 366}
477 367
478void 368void
479maptile::deactivate () 369maptile::deactivate ()
480{ 370{
371 active = false;
372
481 if (!spaces) 373 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 376 op->deactivate_recursive ();
487} 377}
488 378
489bool 379bool
490maptile::save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
491{ 381{
382 coroapi::cede_to_tick ();
383
492 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
493 save_header (freezer); 385 _save_header (f);
494 386
495 if (!spaces) 387 if (!spaces)
496 return false; 388 return false;
497 389
498 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
507 continue; 399 continue;
508 400
509 if (unique || op->flag [FLAG_UNIQUE]) 401 if (unique || op->flag [FLAG_UNIQUE])
510 { 402 {
511 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 404 op->write (f);
513 } 405 }
514 else if (flags & IO_OBJECTS) 406 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1); 407 op->write (f);
516 } 408 }
517 } 409 }
518 410
411 coroapi::cede_to_tick ();
412
519 return true; 413 return true;
520} 414}
521 415
522bool 416bool
523maptile::load_objects (const char *path, bool skip_header) 417maptile::_load_objects (const char *path, bool skip_header)
524{ 418{
525 object_thawer thawer (path); 419 object_thawer f (path);
526 420
527 if (!thawer) 421 if (!f)
528 return false; 422 return false;
423
424 f.next ();
529 425
530 if (skip_header) 426 if (skip_header)
531 for (;;) 427 for (;;)
532 { 428 {
533 keyword kw = thawer.get_kv (); 429 keyword kw = f.kw;
534 430 f.skip ();
535 if (kw == KW_end) 431 if (kw == KW_end)
536 break; 432 break;
537
538 thawer.skip_kv (kw);
539 } 433 }
540 434
541 return load_objects (thawer); 435 return _load_objects (f);
542} 436}
543 437
544bool 438bool
545maptile::save_objects (const char *path, int flags) 439maptile::_save_objects (const char *path, int flags)
546{ 440{
547 object_freezer freezer; 441 object_freezer freezer;
548 442
549 if (!save_objects (freezer, flags)) 443 if (!_save_objects (freezer, flags))
550 return false; 444 return false;
551 445
552 return freezer.save (path); 446 return freezer.save (path);
553} 447}
554 448
555maptile::maptile () 449maptile::maptile ()
556{ 450{
557 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
558 452
559 /* 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
560 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
561 */ 455 */
562 width = 16; 456 width = 16;
563 height = 16; 457 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 458 timeout = 300;
566 enter_x = 0; 459 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 460 max_volume = 2000000; // 2m³
568} 461}
569 462
570maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
571{ 464{
572 in_memory = MAP_SWAPPED; 465 in_memory = MAP_SWAPPED;
718 * 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
719 * 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.
720 * MSW 2001-07-01 613 * MSW 2001-07-01
721 */ 614 */
722bool 615bool
723maptile::load_header (object_thawer &thawer) 616maptile::_load_header (object_thawer &thawer)
724{ 617{
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 (;;) 618 for (;;)
730 { 619 {
731 keyword kw = thawer.get_kv (); 620 thawer.next ();
732 621
733 switch (kw) 622 switch (thawer.kw)
734 { 623 {
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: 624 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 625 thawer.get_ml (KW_endmsg, msg);
744 break; 626 break;
745 627
746 case KW_lore: // CF+ extension 628 case KW_lore: // CF+ extension
777 case KW_winddir: thawer.get (winddir); break; 659 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 660 case KW_sky: thawer.get (sky); break;
779 661
780 case KW_per_player: thawer.get (per_player); break; 662 case KW_per_player: thawer.get (per_player); break;
781 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;
782 665
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 666 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 668
786 // old names new names 669 // old names new names
787 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;
788 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;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
689 case KW_end:
690 return true;
691
802 default: 692 default:
803 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;
804 break; 695 break;
805 } 696 }
806 } 697 }
807 698
808 abort (); 699 abort ();
809} 700}
810 701
811bool 702bool
812maptile::load_header (const char *path) 703maptile::_load_header (const char *path)
813{ 704{
814 object_thawer thawer (path); 705 object_thawer thawer (path);
815 706
816 if (!thawer) 707 if (!thawer)
817 return false; 708 return false;
818 709
819 return load_header (thawer); 710 return _load_header (thawer);
820} 711}
821 712
822/****************************************************************************** 713/******************************************************************************
823 * This is the start of unique map handling code 714 * This is the start of unique map handling code
824 *****************************************************************************/ 715 *****************************************************************************/
835 object *above = op->above; 726 object *above = op->above;
836 727
837 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))
838 unique = 1; 729 unique = 1;
839 730
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 { 732 {
842 op->destroy_inv (false); 733 op->destroy_inv (false);
843 op->destroy (); 734 op->destroy ();
844 } 735 }
845 736
847 } 738 }
848 } 739 }
849} 740}
850 741
851bool 742bool
852maptile::save_header (object_freezer &freezer) 743maptile::_save_header (object_freezer &freezer)
853{ 744{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 745#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 747
857 MAP_OUT2 (arch, "map"); 748 MAP_OUT2 (arch, "map");
859 if (name) MAP_OUT (name); 750 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 751 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 752 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 753 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
864 MAP_OUT (difficulty); 756 MAP_OUT (difficulty);
865 757
866 if (region) MAP_OUT2 (region, region->name); 758 if (default_region) MAP_OUT2 (region, default_region->name);
867 759
868 if (shopitems) 760 if (shopitems)
869 { 761 {
870 char shop[MAX_BUF]; 762 char shop[MAX_BUF];
871 print_shop_string (this, shop); 763 print_shop_string (this, shop);
906 798
907 return true; 799 return true;
908} 800}
909 801
910bool 802bool
911maptile::save_header (const char *path) 803maptile::_save_header (const char *path)
912{ 804{
913 object_freezer freezer; 805 object_freezer freezer;
914 806
915 if (!save_header (freezer)) 807 if (!_save_header (freezer))
916 return false; 808 return false;
917 809
918 return freezer.save (path); 810 return freezer.save (path);
919} 811}
920 812
922 * Remove and free all objects in the given map. 814 * Remove and free all objects in the given map.
923 */ 815 */
924void 816void
925maptile::clear () 817maptile::clear ()
926{ 818{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
927 if (!spaces) 822 if (spaces)
928 return; 823 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 825 while (object *op = ms->bot)
932 { 826 {
933 if (op->head)
934 op = op->head; 827 op = op->head_ ();
935
936 op->destroy_inv (false); 828 op->destroy_inv (false);
937 op->destroy (); 829 op->destroy ();
938 } 830 }
939 831
940 sfree (spaces, size ()), spaces = 0; 832 sfree (spaces, size ()), spaces = 0;
833 }
941 834
942 if (buttons) 835 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 836 free_objectlinkpt (buttons), buttons = 0;
944} 837}
945 838
978maptile::do_destroy () 871maptile::do_destroy ()
979{ 872{
980 attachable::do_destroy (); 873 attachable::do_destroy ();
981 874
982 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 }
983} 944}
984 945
985/* 946/*
986 * 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).
987 */ 948 */
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036 { 997 {
1037 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1038 999
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1040 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1041 1002
1042 monster_cnt++; 1003 monster_cnt++;
1043 } 1004 }
1044 } 1005 }
1045 1006
1099 */ 1060 */
1100void 1061void
1101mapspace::update_ () 1062mapspace::update_ ()
1102{ 1063{
1103 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1065 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; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1067
1109 middle = blank_face; 1068 //object *middle = 0;
1110 top = blank_face; 1069 //object *top = 0;
1111 floor = blank_face; 1070 //object *floor = 0;
1112 1071 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1072 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1073 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1074 object *&floor = faces_obj[2] = 0;
1116 1075
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1077 {
1119 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1120 * 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
1133 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1134 */ 1093 */
1135 if (!tmp->invisible) 1094 if (!tmp->invisible)
1136 { 1095 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1097 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1099 {
1144 /* 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,
1145 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1146 */ 1102 */
1147 middle = blank_face; 1103 middle = 0;
1148 top = blank_face; 1104 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1105 floor = tmp;
1151 } 1106 }
1152 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1109 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1110 middle = tmp;
1158 anywhere = 1; 1111 anywhere = 1;
1159 } 1112 }
1160 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1162 * top 1115 * top
1163 */ 1116 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1118 middle = tmp;
1168 }
1169 } 1119 }
1170 1120
1171 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1172 { 1122 {
1173 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1210 * 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.
1211 */ 1161 */
1212 if (top == middle) 1162 if (top == middle)
1213 middle = blank_face; 1163 middle = 0;
1214 1164
1215 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1168 * 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 */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1175 break;
1226 1176
1227 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1229 break; 1179 break;
1230 1180
1231 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
1233 { 1183 {
1234 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1235 if (top == blank_face) 1185 if (!top)
1236 { 1186 {
1237 top = tmp->face;
1238 top_obj = tmp; 1187 top = tmp;
1239 if (top == middle) 1188 if (top == middle)
1240 middle = blank_face; 1189 middle = 0;
1241 } 1190 }
1242 else 1191 else
1243 { 1192 {
1244 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1245 * middle is not set 1194 * middle is not set
1246 * 1195 *
1247 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1249 * 1198 *
1250 */ 1199 */
1251 if (tmp->face != top) 1200 if (tmp != top)
1252 { 1201 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1202 middle = tmp;
1255 break; 1203 break;
1256 } 1204 }
1257 } 1205 }
1258 } 1206 }
1259 } 1207 }
1260 1208
1261 if (middle == floor) 1209 if (middle == floor)
1262 middle = blank_face; 1210 middle = 0;
1263 1211
1264 if (top == middle) 1212 if (top == middle)
1265 middle = blank_face; 1213 middle = 0;
1266 1214
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1270} 1220}
1271 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
1272/* 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
1273 * 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
1274 * 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
1275 * the value of orig_map->tile_map[tile_num]. It really only does this 1236 * the value of orig_map->tile_map[tile_num].
1276 * so that it is easier for calling functions to verify success.
1277 */ 1237 */
1278static maptile * 1238static inline maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
1280{ 1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242
1243 if (!mp)
1244 {
1281 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);
1282 1246
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1247 if (!mp)
1284 { 1248 {
1285 // 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
1286 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",
1287 &orig_map->tile_path[tile_num], &orig_map->path); 1251 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1); 1252 mp = new maptile (1, 1);
1289 mp->alloc (); 1253 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY; 1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1291 } 1256 }
1292 1257
1293 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
1294 1259
1295 orig_map->tile_map[tile_num] = mp; 1260 orig_map->tile_map [tile_num] = mp;
1296 1261
1297 // optimisation: back-link map to origin map if euclidean 1262 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO 1263 //TODO: non-euclidean maps MUST GO
1299 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)
1300 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;
1301 1266
1302 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 ();
1303} 1274}
1304 1275
1305/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
1324 { 1295 {
1325 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
1326 return 1; 1297 return 1;
1327 1298
1328 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)
1329 load_and_link_tiled_map (m, 3); 1300 find_and_link (m, 3);
1330 1301
1331 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);
1332 } 1303 }
1333 1304
1334 if (x >= m->width) 1305 if (x >= m->width)
1335 { 1306 {
1336 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
1337 return 1; 1308 return 1;
1338 1309
1339 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)
1340 load_and_link_tiled_map (m, 1); 1311 find_and_link (m, 1);
1341 1312
1342 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);
1343 } 1314 }
1344 1315
1345 if (y < 0) 1316 if (y < 0)
1346 { 1317 {
1347 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
1348 return 1; 1319 return 1;
1349 1320
1350 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)
1351 load_and_link_tiled_map (m, 0); 1322 find_and_link (m, 0);
1352 1323
1353 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);
1354 } 1325 }
1355 1326
1356 if (y >= m->height) 1327 if (y >= m->height)
1357 { 1328 {
1358 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
1359 return 1; 1330 return 1;
1360 1331
1361 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)
1362 load_and_link_tiled_map (m, 2); 1333 find_and_link (m, 2);
1363 1334
1364 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);
1365 } 1336 }
1366 1337
1367 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1372 1343
1373/* This is basically the same as out_of_map above, but 1344/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1345 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1346 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1347 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1348 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
1380 */ 1351 */
1381maptile * 1352maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1353maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1354{
1384 if (*x < 0) 1355 if (x < 0)
1385 { 1356 {
1386 if (!m->tile_path[3]) 1357 if (!tile_path[3])
1387 return 0; 1358 return 0;
1388 1359
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 3);
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1361 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1362 return tile_map[3]->xy_find (x, y);
1394 } 1363 }
1395 1364
1396 if (*x >= m->width) 1365 if (x >= width)
1397 { 1366 {
1398 if (!m->tile_path[1]) 1367 if (!tile_path[1])
1399 return 0; 1368 return 0;
1400 1369
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 1);
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1371 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1372 return tile_map[1]->xy_find (x, y);
1406 } 1373 }
1407 1374
1408 if (*y < 0) 1375 if (y < 0)
1409 { 1376 {
1410 if (!m->tile_path[0]) 1377 if (!tile_path[0])
1411 return 0; 1378 return 0;
1412 1379
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1380 find_and_link (this, 0);
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1381 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1382 return tile_map[0]->xy_find (x, y);
1418 } 1383 }
1419 1384
1420 if (*y >= m->height) 1385 if (y >= height)
1421 { 1386 {
1422 if (!m->tile_path[2]) 1387 if (!tile_path[2])
1423 return 0; 1388 return 0;
1424 1389
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1390 find_and_link (this, 2);
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1391 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map[2]->xy_find (x, y);
1430 } 1393 }
1431 1394
1432 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1433 * map. 1396 * map.
1434 */ 1397 */
1435 return m; 1398 return this;
1436} 1399}
1437 1400
1438/** 1401/**
1439 * 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
1440 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1441 */ 1404 */
1442static int 1405int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1407{
1445 if (!map1 || !map2) 1408 if (!map1 || !map2)
1446 return 0; 1409 return 0;
1447 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!)
1448 if (map1 == map2) 1413 if (map1 == map2)
1449 { 1414 {
1450 *dx = 0; 1415 *dx = 0;
1451 *dy = 0; 1416 *dy = 0;
1452 } 1417 }
1512 } 1477 }
1513 else 1478 else
1514 return 0; 1479 return 0;
1515 1480
1516 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);
1517} 1499}
1518 1500
1519/* From map.c 1501/* From map.c
1520 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
1522 * 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
1523 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1526 * monster that is closest. 1508 * monster that is closest.
1527 * 1509 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1523{
1542 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))
1543 { 1525 {
1544 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1527 retval->distance = 10000;
1546 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
1548 retval->direction = 0; 1530 retval->direction = 0;
1549 retval->part = 0; 1531 retval->part = 0;
1550 } 1532 }
1551 else 1533 else
1552 { 1534 {
1557 1539
1558 best = op1; 1540 best = op1;
1559 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
1561 { 1543 {
1562 object *tmp;
1563 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;
1564 1545
1565 /* 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
1566 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1550 * below works.
1570 */ 1551 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1553 {
1573 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) +
1574 (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);
1575 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1576 { 1557 {
1577 best_distance = tmpi; 1558 best_distance = tmpi;
1578 best = tmp; 1559 best = tmp;
1579 } 1560 }
1580 } 1561 }
1562
1581 if (best != op1) 1563 if (best != op1)
1582 { 1564 {
1583 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1585 } 1567 }
1586 } 1568 }
1569
1587 retval->part = best; 1570 retval->part = best;
1588 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));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1573 }
1591} 1574}
1592 1575
1593/* 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
1598 * 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
1599 * 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
1600 * 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
1601 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1602 */ 1585 */
1603
1604void 1586void
1605get_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)
1606{ 1588{
1607 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))
1608 { 1590 {
1609 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1592 retval->distance = 100000;
1617 { 1599 {
1618 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1620 1602
1621 retval->part = NULL; 1603 retval->part = NULL;
1622 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);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1606 }
1625} 1607}
1626 1608
1627/* 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
1647 op->remove (); 1629 op->remove ();
1648 1630
1649 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);
1650} 1632}
1651 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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