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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 1.119 by root, Fri Aug 24 00:53:54 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{
470 if (!spaces) 360 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 363 op->activate_recursive ();
476} 364}
477 365
478void 366void
479maptile::deactivate () 367maptile::deactivate ()
480{ 368{
481 if (!spaces) 369 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 372 op->deactivate_recursive ();
487} 373}
488 374
489bool 375bool
490maptile::save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
491{ 377{
378 coroapi::cede_to_tick ();
379
492 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
493 save_header (freezer); 381 _save_header (f);
494 382
495 if (!spaces) 383 if (!spaces)
496 return false; 384 return false;
497 385
498 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
507 continue; 395 continue;
508 396
509 if (unique || op->flag [FLAG_UNIQUE]) 397 if (unique || op->flag [FLAG_UNIQUE])
510 { 398 {
511 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 400 op->write (f);
513 } 401 }
514 else if (flags & IO_OBJECTS) 402 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1); 403 op->write (f);
516 } 404 }
517 } 405 }
518 406
407 coroapi::cede_to_tick ();
408
519 return true; 409 return true;
520} 410}
521 411
522bool 412bool
523maptile::load_objects (const char *path, bool skip_header) 413maptile::_load_objects (const char *path, bool skip_header)
524{ 414{
525 object_thawer thawer (path); 415 object_thawer f (path);
526 416
527 if (!thawer) 417 if (!f)
528 return false; 418 return false;
419
420 f.next ();
529 421
530 if (skip_header) 422 if (skip_header)
531 for (;;) 423 for (;;)
532 { 424 {
533 keyword kw = thawer.get_kv (); 425 keyword kw = f.kw;
534 426 f.skip ();
535 if (kw == KW_end) 427 if (kw == KW_end)
536 break; 428 break;
537
538 thawer.skip_kv (kw);
539 } 429 }
540 430
541 return load_objects (thawer); 431 return _load_objects (f);
542} 432}
543 433
544bool 434bool
545maptile::save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
546{ 436{
547 object_freezer freezer; 437 object_freezer freezer;
548 438
549 if (!save_objects (freezer, flags)) 439 if (!_save_objects (freezer, flags))
550 return false; 440 return false;
551 441
552 return freezer.save (path); 442 return freezer.save (path);
553} 443}
554 444
555maptile::maptile () 445maptile::maptile ()
556{ 446{
557 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
558 448
559 /* The maps used to pick up default x and y values from the 449 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
561 */ 451 */
562 width = 16; 452 width = 16;
563 height = 16; 453 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 454 timeout = 300;
566 enter_x = 0; 455 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 456 max_volume = 2000000; // 2m³
568} 457}
569 458
570maptile::maptile (int w, int h) 459maptile::maptile (int w, int h)
571{ 460{
572 in_memory = MAP_SWAPPED; 461 in_memory = MAP_SWAPPED;
718 * This could be done in lex (like the object loader), but I think 607 * 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. 608 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 609 * MSW 2001-07-01
721 */ 610 */
722bool 611bool
723maptile::load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
724{ 613{
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 (;;) 614 for (;;)
730 { 615 {
731 keyword kw = thawer.get_kv (); 616 thawer.next ();
732 617
733 switch (kw) 618 switch (thawer.kw)
734 { 619 {
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: 620 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 621 thawer.get_ml (KW_endmsg, msg);
744 break; 622 break;
745 623
746 case KW_lore: // CF+ extension 624 case KW_lore: // CF+ extension
777 case KW_winddir: thawer.get (winddir); break; 655 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 656 case KW_sky: thawer.get (sky); break;
779 657
780 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
782 661
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 664
786 // old names new names 665 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 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; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 return true;
687
802 default: 688 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 689 if (!thawer.parse_error ("map", 0))
690 return false;
804 break; 691 break;
805 } 692 }
806 } 693 }
807 694
808 abort (); 695 abort ();
809} 696}
810 697
811bool 698bool
812maptile::load_header (const char *path) 699maptile::_load_header (const char *path)
813{ 700{
814 object_thawer thawer (path); 701 object_thawer thawer (path);
815 702
816 if (!thawer) 703 if (!thawer)
817 return false; 704 return false;
818 705
819 return load_header (thawer); 706 return _load_header (thawer);
820} 707}
821 708
822/****************************************************************************** 709/******************************************************************************
823 * This is the start of unique map handling code 710 * This is the start of unique map handling code
824 *****************************************************************************/ 711 *****************************************************************************/
835 object *above = op->above; 722 object *above = op->above;
836 723
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
838 unique = 1; 725 unique = 1;
839 726
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 { 728 {
842 op->destroy_inv (false); 729 op->destroy_inv (false);
843 op->destroy (); 730 op->destroy ();
844 } 731 }
845 732
847 } 734 }
848 } 735 }
849} 736}
850 737
851bool 738bool
852maptile::save_header (object_freezer &freezer) 739maptile::_save_header (object_freezer &freezer)
853{ 740{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 741#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 742#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 743
857 MAP_OUT2 (arch, "map"); 744 MAP_OUT2 (arch, "map");
859 if (name) MAP_OUT (name); 746 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 747 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 748 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 749 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
864 MAP_OUT (difficulty); 752 MAP_OUT (difficulty);
865 753
866 if (region) MAP_OUT2 (region, region->name); 754 if (default_region) MAP_OUT2 (region, default_region->name);
867 755
868 if (shopitems) 756 if (shopitems)
869 { 757 {
870 char shop[MAX_BUF]; 758 char shop[MAX_BUF];
871 print_shop_string (this, shop); 759 print_shop_string (this, shop);
906 794
907 return true; 795 return true;
908} 796}
909 797
910bool 798bool
911maptile::save_header (const char *path) 799maptile::_save_header (const char *path)
912{ 800{
913 object_freezer freezer; 801 object_freezer freezer;
914 802
915 if (!save_header (freezer)) 803 if (!_save_header (freezer))
916 return false; 804 return false;
917 805
918 return freezer.save (path); 806 return freezer.save (path);
919} 807}
920 808
922 * Remove and free all objects in the given map. 810 * Remove and free all objects in the given map.
923 */ 811 */
924void 812void
925maptile::clear () 813maptile::clear ()
926{ 814{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
927 if (!spaces) 818 if (spaces)
928 return; 819 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 821 while (object *op = ms->bot)
932 { 822 {
933 if (op->head)
934 op = op->head; 823 op = op->head_ ();
935
936 op->destroy_inv (false); 824 op->destroy_inv (false);
937 op->destroy (); 825 op->destroy ();
938 } 826 }
939 827
940 sfree (spaces, size ()), spaces = 0; 828 sfree (spaces, size ()), spaces = 0;
829 }
941 830
942 if (buttons) 831 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 832 free_objectlinkpt (buttons), buttons = 0;
944} 833}
945 834
978maptile::do_destroy () 867maptile::do_destroy ()
979{ 868{
980 attachable::do_destroy (); 869 attachable::do_destroy ();
981 870
982 clear (); 871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
983} 940}
984 941
985/* 942/*
986 * Updates every button on the map (by calling update_button() for them). 943 * Updates every button on the map (by calling update_button() for them).
987 */ 944 */
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 992 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036 { 993 {
1037 total_exp += op->stats.exp; 994 total_exp += op->stats.exp;
1038 995
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1040 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1041 998
1042 monster_cnt++; 999 monster_cnt++;
1043 } 1000 }
1044 } 1001 }
1045 1002
1099 */ 1056 */
1100void 1057void
1101mapspace::update_ () 1058mapspace::update_ ()
1102{ 1059{
1103 object *tmp, *last = 0; 1060 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1061 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; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1063
1109 middle = blank_face; 1064 //object *middle = 0;
1110 top = blank_face; 1065 //object *top = 0;
1111 floor = blank_face; 1066 //object *floor = 0;
1112 1067 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1068 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1069 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1070 object *&floor = faces_obj[2] = 0;
1116 1071
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1073 {
1119 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1120 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1133 * Always put the player down for drawing. 1088 * Always put the player down for drawing.
1134 */ 1089 */
1135 if (!tmp->invisible) 1090 if (!tmp->invisible)
1136 { 1091 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1093 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1095 {
1144 /* If we got a floor, that means middle and top were below it, 1096 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1097 * so should not be visible, so we clear them.
1146 */ 1098 */
1147 middle = blank_face; 1099 middle = 0;
1148 top = blank_face; 1100 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1101 floor = tmp;
1151 } 1102 }
1152 /* Flag anywhere have high priority */ 1103 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1105 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1106 middle = tmp;
1158 anywhere = 1; 1107 anywhere = 1;
1159 } 1108 }
1160 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
1162 * top 1111 * top
1163 */ 1112 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1114 middle = tmp;
1168 }
1169 } 1115 }
1170 1116
1171 if (tmp == tmp->above) 1117 if (tmp == tmp->above)
1172 { 1118 {
1173 LOG (llevError, "Error in structure of map\n"); 1119 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1154 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1155 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1156 * may be possible for the faces to match but be different objects.
1211 */ 1157 */
1212 if (top == middle) 1158 if (top == middle)
1213 middle = blank_face; 1159 middle = 0;
1214 1160
1215 /* There are three posibilities at this point: 1161 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1164 * 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 */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1171 break;
1226 1172
1227 /* If two top faces are already set, quit processing */ 1173 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1174 if (top && middle)
1229 break; 1175 break;
1230 1176
1231 /* Only show visible faces, unless its the editor - show all */ 1177 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1178 if (!tmp->invisible)
1233 { 1179 {
1234 /* Fill in top if needed */ 1180 /* Fill in top if needed */
1235 if (top == blank_face) 1181 if (!top)
1236 { 1182 {
1237 top = tmp->face;
1238 top_obj = tmp; 1183 top = tmp;
1239 if (top == middle) 1184 if (top == middle)
1240 middle = blank_face; 1185 middle = 0;
1241 } 1186 }
1242 else 1187 else
1243 { 1188 {
1244 /* top is already set - we should only get here if 1189 /* top is already set - we should only get here if
1245 * middle is not set 1190 * middle is not set
1246 * 1191 *
1247 * Set the middle face and break out, since there is nothing 1192 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1193 * more to fill in. We don't check visiblity here, since
1249 * 1194 *
1250 */ 1195 */
1251 if (tmp->face != top) 1196 if (tmp != top)
1252 { 1197 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1198 middle = tmp;
1255 break; 1199 break;
1256 } 1200 }
1257 } 1201 }
1258 } 1202 }
1259 } 1203 }
1260 1204
1261 if (middle == floor) 1205 if (middle == floor)
1262 middle = blank_face; 1206 middle = 0;
1263 1207
1264 if (top == middle) 1208 if (top == middle)
1265 middle = blank_face; 1209 middle = 0;
1266 1210
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1211#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1212 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1213 faces_obj [1] = middle;
1214 faces_obj [2] = floor;
1215#endif
1270} 1216}
1271 1217
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1218uint64
1273 * the map. It also takes care of linking back the freshly loaded 1219mapspace::volume () const
1274 * 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
1276 * so that it is easier for calling functions to verify success.
1277 */
1278static maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280{ 1220{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1221 uint64 vol = 0;
1282 1222
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1284 { 1224 vol += op->volume ();
1285 // 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",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 }
1292 1225
1293 int dest_tile = (tile_num + 2) % 4; 1226 return vol;
1227}
1294 1228
1295 orig_map->tile_map[tile_num] = mp; 1229bool
1230maptile::tile_available (int dir, bool load)
1231{
1232 if (!tile_path[dir])
1233 return 0;
1296 1234
1297 // optimisation: back-link map to origin map if euclidean 1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1298 //TODO: non-euclidean maps MUST GO 1236 return 1;
1299 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;
1301 1237
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1;
1240
1302 return mp; 1241 return 0;
1303} 1242}
1304 1243
1305/* this returns TRUE if the coordinates (x,y) are out of 1244/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1245 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1246 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1259 if (!m)
1321 return 0; 1260 return 0;
1322 1261
1323 if (x < 0) 1262 if (x < 0)
1324 { 1263 {
1325 if (!m->tile_path[3]) 1264 if (!m->tile_available (3))
1326 return 1; 1265 return 1;
1327 1266
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1268 }
1333 1269
1334 if (x >= m->width) 1270 if (x >= m->width)
1335 { 1271 {
1336 if (!m->tile_path[1]) 1272 if (!m->tile_available (1))
1337 return 1; 1273 return 1;
1338 1274
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1276 }
1344 1277
1345 if (y < 0) 1278 if (y < 0)
1346 { 1279 {
1347 if (!m->tile_path[0]) 1280 if (!m->tile_available (0))
1348 return 1; 1281 return 1;
1349 1282
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1284 }
1355 1285
1356 if (y >= m->height) 1286 if (y >= m->height)
1357 { 1287 {
1358 if (!m->tile_path[2]) 1288 if (!m->tile_available (2))
1359 return 1; 1289 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363 1290
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1292 }
1366 1293
1367 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1372 1299
1373/* This is basically the same as out_of_map above, but 1300/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1301 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1302 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1303 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1304 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1305 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1306 * and then figuring out what the real map is
1380 */ 1307 */
1381maptile * 1308maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1309maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1310{
1384 if (*x < 0) 1311 if (x < 0)
1385 { 1312 {
1386 if (!m->tile_path[3]) 1313 if (!tile_available (3))
1387 return 0; 1314 return 0;
1388 1315
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1316 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1317 return tile_map[3]->xy_find (x, y);
1394 } 1318 }
1395 1319
1396 if (*x >= m->width) 1320 if (x >= width)
1397 { 1321 {
1398 if (!m->tile_path[1]) 1322 if (!tile_available (1))
1399 return 0; 1323 return 0;
1400 1324
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1325 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1326 return tile_map[1]->xy_find (x, y);
1406 } 1327 }
1407 1328
1408 if (*y < 0) 1329 if (y < 0)
1409 { 1330 {
1410 if (!m->tile_path[0]) 1331 if (!tile_available (0))
1411 return 0; 1332 return 0;
1412 1333
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1334 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1335 return tile_map[0]->xy_find (x, y);
1418 } 1336 }
1419 1337
1420 if (*y >= m->height) 1338 if (y >= height)
1421 { 1339 {
1422 if (!m->tile_path[2]) 1340 if (!tile_available (2))
1423 return 0; 1341 return 0;
1424 1342
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1343 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1344 return tile_map[2]->xy_find (x, y);
1430 } 1345 }
1431 1346
1432 /* Simple case - coordinates are within this local 1347 /* Simple case - coordinates are within this local
1433 * map. 1348 * map.
1434 */ 1349 */
1435 return m; 1350 return this;
1436} 1351}
1437 1352
1438/** 1353/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1354 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1355 * map1 to map2 in dx/dy.
1441 */ 1356 */
1442static int 1357int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1359{
1445 if (!map1 || !map2) 1360 if (!map1 || !map2)
1446 return 0; 1361 return 0;
1447 1362
1363 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1364 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1365 if (map1 == map2)
1449 { 1366 {
1450 *dx = 0; 1367 *dx = 0;
1451 *dy = 0; 1368 *dy = 0;
1452 } 1369 }
1512 } 1429 }
1513 else 1430 else
1514 return 0; 1431 return 0;
1515 1432
1516 return 1; 1433 return 1;
1434}
1435
1436maptile *
1437maptile::xy_load (sint16 &x, sint16 &y)
1438{
1439 maptile *map = xy_find (x, y);
1440
1441 if (map)
1442 map->load_sync ();
1443
1444 return map;
1445}
1446
1447maptile *
1448get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1449{
1450 return m->xy_load (*x, *y);
1517} 1451}
1518 1452
1519/* From map.c 1453/* From map.c
1520 * This is used by get_player to determine where the other 1454 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1455 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1456 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1457 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1458 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1459 * that the creature should head. part is the part of the
1526 * monster that is closest. 1460 * monster that is closest.
1527 * 1461 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1462 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1463 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1474get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1475{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1476 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1477 {
1544 /* be conservative and fill in _some_ data */ 1478 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1479 retval->distance = 10000;
1546 retval->distance_x = 32767; 1480 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1481 retval->distance_y = 10000;
1548 retval->direction = 0; 1482 retval->direction = 0;
1549 retval->part = 0; 1483 retval->part = 0;
1550 } 1484 }
1551 else 1485 else
1552 { 1486 {
1557 1491
1558 best = op1; 1492 best = op1;
1559 /* If this is multipart, find the closest part now */ 1493 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1494 if (!(flags & 0x1) && op1->more)
1561 { 1495 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1496 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1497
1565 /* we just take the offset of the piece to head to figure 1498 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1499 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1500 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1501 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1502 * below works.
1570 */ 1503 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1504 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1505 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1506 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); 1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1508 if (tmpi < best_distance)
1576 { 1509 {
1577 best_distance = tmpi; 1510 best_distance = tmpi;
1578 best = tmp; 1511 best = tmp;
1579 } 1512 }
1580 } 1513 }
1514
1581 if (best != op1) 1515 if (best != op1)
1582 { 1516 {
1583 retval->distance_x += op1->x - best->x; 1517 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1518 retval->distance_y += op1->y - best->y;
1585 } 1519 }
1586 } 1520 }
1521
1587 retval->part = best; 1522 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1525 }
1591} 1526}
1592 1527
1593/* this is basically the same as get_rangevector above, but instead of 1528/* 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 1533 * 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 1534 * 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 1535 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1536 * field of the rv_vector is set to NULL.
1602 */ 1537 */
1603
1604void 1538void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1539get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1540{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1541 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1542 {
1609 /* be conservative and fill in _some_ data */ 1543 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1544 retval->distance = 100000;
1617 { 1551 {
1618 retval->distance_x += op2->x - x; 1552 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1553 retval->distance_y += op2->y - y;
1620 1554
1621 retval->part = NULL; 1555 retval->part = NULL;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1556 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1558 }
1625} 1559}
1626 1560
1627/* Returns true of op1 and op2 are effectively on the same map 1561/* Returns true of op1 and op2 are effectively on the same map
1647 op->remove (); 1581 op->remove ();
1648 1582
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1584}
1651 1585
1586region *
1587maptile::region (int x, int y) const
1588{
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599}
1600
1601/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */
1605object *
1606maptile::pick_random_object () const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (rndm (width), rndm (height)).bot;
1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick)
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked");
1625}
1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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