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Comparing deliantra/server/common/map.C (file contents):
Revision 1.95 by root, Thu Mar 15 13:19:37 2007 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly. 86 * directly.
157 */ 87 */
158 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
159 89
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
161 92
162 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 95 * things we need to do for players.
165 */ 96 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 98 return 0;
168 99
169 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
175 */ 106 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 108 return 0;
178 109
179 if (ob->head != NULL)
180 ob = ob->head; 110 ob = ob->head_ ();
181 111
182 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
186 */ 116 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 118 {
189
190 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
193 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
194 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
195 * pass through this space. 126 * pass through this space.
196 */ 127 */
197 if (tmp->last_sp) 128 if (tmp->last_sp)
198 { 129 {
199 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
200 return 1; 131 return 1;
201 else
202 continue;
203 } 132 }
204 else 133 else
205 { 134 {
206 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
207 * if they do, they can't pass through. 136 * if they do, they can't pass through.
208 */ 137 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
210 return 1; 139 return 1;
211 else
212 continue;
213 } 140 }
214 } /* if check_inv */ 141 }
215 else 142 else
216 { 143 {
217 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
219 * movement, can't move here. 146 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 147 * second - if a monster, can't move there, unless it is a
221 * hidden dm 148 * dm.
222 */ 149 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 151 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 152
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
227 return 1; 158 return 1;
228 } 159 }
229
230 } 160 }
161
231 return 0; 162 return 0;
232} 163}
233 164
234/* 165/*
235 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
240 * 171 *
241 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
242 * 173 *
243 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
255 * 186 *
256 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
258 * against the move_block values. 189 * against the move_block values.
259 */ 190 */
260int 191bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
262{ 193{
263 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
277 197
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
279 { 199 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 200
282 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 202
284 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 204 return 1;
286 205
287 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
288 207 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 209 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 211 continue;
296 212
297 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
299 */ 215 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
301 return P_NO_PASS; 217 return 1;
302 } 218 }
303 219
304 return 0; 220 return 0;
305} 221}
306 222
324 240
325 insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
326 tmp = next; 242 tmp = next;
327 } 243 }
328 244
329 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
330 * carrying. 246 //TODO: remove
331 */ 247 container->update_weight ();
332 sum_weight (container);
333} 248}
334 249
335void 250void
336maptile::set_object_flag (int flag, int value) 251maptile::set_object_flag (int flag, int value)
337{ 252{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 258 tmp->flag [flag] = value;
344} 259}
345 260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
272}
273
346/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 277 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 278 */
352void 279void
353maptile::link_multipart_objects () 280maptile::link_multipart_objects ()
354{ 281{
355 if (!spaces) 282 if (!spaces)
356 return; 283 return;
357 284
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 286 {
287 object *op = ms->bot;
288 while (op)
360 { 289 {
361 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 291 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 292 {
373 op = arch_to_object (at); 293 op->remove ();
294 op->expand_tail ();
374 295
375 /* update x,y coordinates */ 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
390 } 303 }
304 else
305 op = op->above;
391 } 306 }
392 } 307 }
393} 308}
394 309
395/* 310/*
396 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 312 * file pointer.
399bool 314bool
400maptile::_load_objects (object_thawer &f) 315maptile::_load_objects (object_thawer &f)
401{ 316{
402 for (;;) 317 for (;;)
403 { 318 {
404 coroapi::cede_every (1000); // cede once in a while 319 coroapi::cede_to_tick (); // cede once in a while
405 320
406 switch (f.kw) 321 switch (f.kw)
407 { 322 {
408 case KW_arch: 323 case KW_arch:
409 if (object *op = object::read (f, this)) 324 if (object *op = object::read (f, this))
410 { 325 {
326 // TODO: why?
411 if (op->inv) 327 if (op->inv)
412 sum_weight (op); 328 op->update_weight ();
413 329
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
415 } 353 }
416 354
417 continue; 355 continue;
418 356
419 case KW_EOF: 357 case KW_EOF:
432} 370}
433 371
434void 372void
435maptile::activate () 373maptile::activate ()
436{ 374{
437 if (!spaces) 375 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 378 op->activate_recursive ();
443} 379}
444 380
445void 381void
446maptile::deactivate () 382maptile::deactivate ()
447{ 383{
448 if (!spaces) 384 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 387 op->deactivate_recursive ();
454} 388}
455 389
456bool 390bool
457maptile::_save_objects (object_freezer &f, int flags) 391maptile::_save_objects (object_freezer &f, int flags)
458{ 392{
459 static int cede_count = 0; 393 coroapi::cede_to_tick ();
460 394
461 if (flags & IO_HEADER) 395 if (flags & IO_HEADER)
462 _save_header (f); 396 _save_header (f);
463 397
464 if (!spaces) 398 if (!spaces)
465 return false; 399 return false;
466 400
467 for (int i = 0; i < size (); ++i) 401 for (int i = 0; i < size (); ++i)
468 { 402 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 403 bool unique = 0;
404
478 for (object *op = spaces [i].bot; op; op = op->above) 405 for (object *op = spaces [i].bot; op; op = op->above)
479 { 406 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 408
486 if (!op->can_map_save ()) 409 if (expect_false (!op->can_map_save ()))
487 continue; 410 continue;
488 411
489 if (unique || op->flag [FLAG_UNIQUE]) 412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 413 {
491 if (flags & IO_UNIQUES) 414 if (flags & IO_UNIQUES)
492 op->write (f); 415 op->write (f);
493 } 416 }
494 else if (flags & IO_OBJECTS) 417 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 418 op->write (f);
496 } 419 }
497 } 420 }
498 421
422 coroapi::cede_to_tick ();
423
499 return true; 424 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 425}
523 426
524bool 427bool
525maptile::_save_objects (const char *path, int flags) 428maptile::_save_objects (const char *path, int flags)
526{ 429{
701bool 604bool
702maptile::_load_header (object_thawer &thawer) 605maptile::_load_header (object_thawer &thawer)
703{ 606{
704 for (;;) 607 for (;;)
705 { 608 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 609 switch (thawer.kw)
709 { 610 {
710 case KW_msg: 611 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 612 thawer.get_ml (KW_endmsg, msg);
712 break; 613 break;
713 614
745 case KW_winddir: thawer.get (winddir); break; 646 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
747 648
748 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
750 653
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 656
754 // old names new names 657 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
770 case KW_end: 677 case KW_end:
678 thawer.next ();
771 return true; 679 return true;
772 680
773 default: 681 default:
774 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map", 0))
775 return false; 683 return false;
776 break; 684 break;
777 } 685 }
686
687 thawer.next ();
778 } 688 }
779 689
780 abort (); 690 abort ();
781}
782
783bool
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792} 691}
793 692
794/****************************************************************************** 693/******************************************************************************
795 * This is the start of unique map handling code 694 * This is the start of unique map handling code
796 *****************************************************************************/ 695 *****************************************************************************/
807 object *above = op->above; 706 object *above = op->above;
808 707
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1; 709 unique = 1;
811 710
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy (); 712 op->destroy ();
816 }
817 713
818 op = above; 714 op = above;
819 } 715 }
820 } 716 }
821} 717}
831 if (name) MAP_OUT (name); 727 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
837 735
838 if (default_region) MAP_OUT2 (region, default_region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
839 737
840 if (shopitems) 738 if (shopitems)
894 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
895 */ 793 */
896void 794void
897maptile::clear () 795maptile::clear ()
898{ 796{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 797 if (spaces)
903 { 798 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 800 while (object *op = ms->bot)
906 { 801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
907 if (op->head) 809 if (op == head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 op->destroy (); 810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
912 } 816 }
913 817
914 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
915 } 819 }
916 820
917 if (buttons) 821 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
919} 826}
920 827
921void 828void
922maptile::clear_header () 829maptile::clear_header ()
923{ 830{
955 attachable::do_destroy (); 862 attachable::do_destroy ();
956 863
957 clear (); 864 clear ();
958} 865}
959 866
960/* 867/* decay and destroy perishable items in a map */
961 * Updates every button on the map (by calling update_button() for them).
962 */
963void 868void
964maptile::update_buttons () 869maptile::do_decay_objects ()
965{ 870{
966 for (oblinkpt *obp = buttons; obp; obp = obp->next) 871 if (!spaces)
967 for (objectlink *ol = obp->link; ol; ol = ol->next) 872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
968 { 876 {
969 if (!ol->ob) 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
970 { 893 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 894 op->stats.dam--;
972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 895 if (op->stats.dam < 0)
973 continue; 896 destroy = 1;
974 } 897 }
975 898 else if (op->is_armor ())
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 { 899 {
978 update_button (ol->ob); 900 op->stats.ac--;
979 break; 901 if (op->stats.ac < 0)
902 destroy = 1;
980 } 903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
981 } 931 }
982} 932}
983 933
984/* 934/*
985 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
986 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
987 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
988 * 938 *
989 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
990 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
991 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
992 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
993 */ 943 */
994int 944int
995maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
996{ 946{
997 long monster_cnt = 0; 947 long monster_cnt = 0;
1009 959
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 961 {
1012 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1013 963
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
1015 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1016
1017 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1018 } 975 }
1019 } 976 }
1020 977
1021 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1022 979
1035 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1036 */ 993 */
1037int 994int
1038maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1039{ 996{
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */ 997 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1044 return 0; 999 return 0;
1045 1000
1046 /* inform all players on the map */ 1001 /* inform all players on the map */
1047 if (change > 0) 1002 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else 1004 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 1006
1052 /* Do extra checking. since darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063 1008
1064 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1066 return 1; 1012 return 1;
1067} 1013}
1068 1014
1069/* 1015/*
1070 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1073 * through, etc) 1019 * through, etc)
1074 */ 1020 */
1075void 1021void
1076mapspace::update_ () 1022mapspace::update_ ()
1077{ 1023{
1078 object *tmp, *last = 0; 1024 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1026 sint8 light = 0;
1080 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1081 1028
1082 //object *middle = 0; 1029 //object *middle = 0;
1083 //object *top = 0; 1030 //object *top = 0;
1084 //object *floor = 0; 1031 //object *floor = 0;
1085 // this seems to generate better code than using locals, above 1032 // this seems to generate better code than using locals, above
1086 object *&top = faces_obj[0] = 0; 1033 object *&top = faces_obj[0] = 0;
1087 object *&middle = faces_obj[1] = 0; 1034 object *&middle = faces_obj[1] = 0;
1088 object *&floor = faces_obj[2] = 0; 1035 object *&floor = faces_obj[2] = 0;
1089 1036
1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1091 { 1038 {
1092 /* This could be made additive I guess (two lights better than 1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1093 * one). But if so, it shouldn't be a simple additive - 2
1094 * light bulbs do not illuminate twice as far as once since
1095 * it is a dissapation factor that is cubed.
1096 */
1097 if (tmp->glow_radius > light)
1098 light = tmp->glow_radius; 1040 light += tmp->glow_radius;
1099 1041
1100 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1101 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1102 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1103 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1123 { 1065 {
1124 middle = tmp; 1066 middle = tmp;
1125 anywhere = 1; 1067 anywhere = 1;
1126 } 1068 }
1069
1127 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1128 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1129 * top 1072 * top
1130 */ 1073 */
1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1150 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1151 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1152 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1153 } 1096 }
1154 1097
1155 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1156 this->flags_ = flags; 1099 this->flags_ = flags;
1157 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1158 this->move_on = move_on; 1101 this->move_on = move_on;
1159 this->move_off = move_off; 1102 this->move_off = move_off;
1160 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1180 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1181 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1182 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1183 */ 1126 */
1184 1127
1185 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1186 { 1129 {
1187 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1189 break; 1132 break;
1190 1133
1242 vol += op->volume (); 1185 vol += op->volume ();
1243 1186
1244 return vol; 1187 return vol;
1245} 1188}
1246 1189
1247/* this updates the orig_map->tile_map[tile_num] value after finding 1190maptile *
1248 * the map. It also takes care of linking back the freshly found 1191maptile::tile_available (int dir, bool load)
1249 * maps tile_map values if it tiles back to this one. It returns
1250 * the value of orig_map->tile_map[tile_num].
1251 */
1252static inline maptile *
1253find_and_link (maptile *orig_map, int tile_num)
1254{ 1192{
1255 maptile *mp = orig_map->tile_map [tile_num]; 1193 if (tile_path[dir])
1256
1257 if (!mp)
1258 {
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260
1261 if (!mp)
1262 {
1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265 &orig_map->tile_path[tile_num], &orig_map->path);
1266 mp = new maptile (1, 1);
1267 mp->alloc ();
1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1270 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1271 1197
1272 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1273 1201
1274 orig_map->tile_map [tile_num] = mp;
1275
1276 // optimisation: back-link map to origin map if euclidean
1277 //TODO: non-euclidean maps MUST GO
1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1280
1281 return mp; 1202 return 0;
1282}
1283
1284static inline void
1285load_and_link (maptile *orig_map, int tile_num)
1286{
1287 find_and_link (orig_map, tile_num)->load_sync ();
1288} 1203}
1289 1204
1290/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1291 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1292 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1305 if (!m) 1220 if (!m)
1306 return 0; 1221 return 0;
1307 1222
1308 if (x < 0) 1223 if (x < 0)
1309 { 1224 {
1310 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1311 return 1; 1226 return 1;
1312 1227
1313 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 3);
1315
1316 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1317 } 1229 }
1318 1230
1319 if (x >= m->width) 1231 if (x >= m->width)
1320 { 1232 {
1321 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1322 return 1; 1234 return 1;
1323 1235
1324 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 1);
1326
1327 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1328 } 1237 }
1329 1238
1330 if (y < 0) 1239 if (y < 0)
1331 { 1240 {
1332 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1333 return 1; 1242 return 1;
1334 1243
1335 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 0);
1337
1338 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1339 } 1245 }
1340 1246
1341 if (y >= m->height) 1247 if (y >= m->height)
1342 { 1248 {
1343 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1344 return 1; 1250 return 1;
1345
1346 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 2);
1348 1251
1349 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1350 } 1253 }
1351 1254
1352 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1366maptile * 1269maptile *
1367maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1368{ 1271{
1369 if (x < 0) 1272 if (x < 0)
1370 { 1273 {
1371 if (!tile_path[3]) 1274 if (!tile_available (3))
1372 return 0; 1275 return 0;
1373 1276
1374 find_and_link (this, 3);
1375 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1376 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1377 } 1279 }
1378 1280
1379 if (x >= width) 1281 if (x >= width)
1380 { 1282 {
1381 if (!tile_path[1]) 1283 if (!tile_available (1))
1382 return 0; 1284 return 0;
1383 1285
1384 find_and_link (this, 1);
1385 x -= width; 1286 x -= width;
1386 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1387 } 1288 }
1388 1289
1389 if (y < 0) 1290 if (y < 0)
1390 { 1291 {
1391 if (!tile_path[0]) 1292 if (!tile_available (0))
1392 return 0; 1293 return 0;
1393 1294
1394 find_and_link (this, 0);
1395 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1396 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1397 } 1297 }
1398 1298
1399 if (y >= height) 1299 if (y >= height)
1400 { 1300 {
1401 if (!tile_path[2]) 1301 if (!tile_available (2))
1402 return 0; 1302 return 0;
1403 1303
1404 find_and_link (this, 2);
1405 y -= height; 1304 y -= height;
1406 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1407 } 1306 }
1408 1307
1409 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1421{ 1320{
1422 if (!map1 || !map2) 1321 if (!map1 || !map2)
1423 return 0; 1322 return 0;
1424 1323
1425 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1426 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1427 if (map1 == map2) 1326 if (map1 == map2)
1428 { 1327 {
1429 *dx = 0; 1328 *dx = 0;
1430 *dy = 0; 1329 *dy = 0;
1612 else 1511 else
1613 { 1512 {
1614 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1615 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1616 1515
1617 retval->part = NULL; 1516 retval->part = 0;
1618 retval->distance = idistance (retval->distance_x, retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1519 }
1621} 1520}
1622 1521
1623/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1637} 1536}
1638 1537
1639object * 1538object *
1640maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1641{ 1540{
1642 if (!op->flag [FLAG_REMOVED])
1643 op->remove ();
1644
1645 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1646} 1542}
1647 1543
1648region * 1544region *
1649maptile::region (int x, int y) const 1545maptile::region (int x, int y) const
1659 1555
1660 return ::region::default_region (); 1556 return ::region::default_region ();
1661} 1557}
1662 1558
1663/* picks a random object from a style map. 1559/* picks a random object from a style map.
1664 * Redone by MSW so it should be faster and not use static
1665 * variables to generate tables.
1666 */ 1560 */
1667object * 1561object *
1668maptile::pick_random_object () const 1562maptile::pick_random_object (rand_gen &gen) const
1669{ 1563{
1670 /* while returning a null object will result in a crash, that 1564 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because 1565 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash. 1566 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make 1567 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me. 1568 * any difference, but this seems clearer to me.
1675 */ 1569 */
1676 for (int i = 1000; --i;) 1570 for (int i = 1000; --i;)
1677 { 1571 {
1678 object *pick = at (rndm (width), rndm (height)).bot; 1572 object *pick = at (gen (width), gen (height)).bot;
1679 1573
1680 // do not prefer big monsters just because they are big. 1574 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick) 1575 if (pick && pick->is_head ())
1682 return pick->head_ (); 1576 return pick->head_ ();
1683 } 1577 }
1684 1578
1685 // instead of crashing in the unlikely(?) case, try to return *something* 1579 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked"); 1580 return archetype::find ("bug");
1687} 1581}
1688 1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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