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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.128 by root, Sun Sep 9 06:25:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
172 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
173 */ 108 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 110 return 0;
176 111
177 if (ob->head != NULL)
178 ob = ob->head; 112 ob = ob->head_ ();
179 113
180 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
213 else 147 else
214 { 148 {
215 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
217 * movement, can't move here. 151 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
219 * hidden dm 153 * hidden dm
220 */ 154 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 156 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 163 return 1;
226 } 164 }
227 165
228 } 166 }
229 return 0; 167 return 0;
230} 168}
231
232 169
233/* 170/*
234 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
272 209
273 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
275 } 212 }
276 213
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 215 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 217
281 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 221 return P_IS_ALIVE;
329 * carrying. 266 * carrying.
330 */ 267 */
331 sum_weight (container); 268 sum_weight (container);
332} 269}
333 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
334/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 286 */
340void 287void
341maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
342{ 289{
343 if (!spaces) 290 if (!spaces)
344 return; 291 return;
345 292
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
348 { 297 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 300 {
363 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
364 303
365 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
380 } 311 }
312 else
313 op = op->above;
381 } 314 }
382
383 tmp = above;
384 } 315 }
385} 316}
386 317
387/* 318/*
388 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 320 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 321 */
392bool 322bool
393maptile::load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
394{ 324{
395 int unique; 325 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 326 {
403 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 328
405 * or editor will not be able to do anything with it either. 329 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 330 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
410 continue; 332 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 333 {
415 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
417 339
418 if (op->inv) 340 continue;
419 sum_weight (op);
420 341
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 342 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
426 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
427 break; 348 break;
428 } 349 }
429 350
430 op = object::create (); 351 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 352 }
451#endif
452 353
453 return true; 354 return true;
454} 355}
455 356
456void 357void
457maptile::activate () 358maptile::activate ()
458{ 359{
459 if (!spaces) 360 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 363 op->activate_recursive ();
465} 364}
466 365
467void 366void
468maptile::deactivate () 367maptile::deactivate ()
469{ 368{
470 if (!spaces) 369 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 372 op->deactivate_recursive ();
476} 373}
477 374
478bool 375bool
479maptile::save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
480{ 377{
378 coroapi::cede_to_tick ();
379
481 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
482 save_header (freezer); 381 _save_header (f);
483 382
484 if (!spaces) 383 if (!spaces)
485 return false; 384 return false;
486 385
487 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
488 { 387 {
489 int unique = 0; 388 bool unique = 0;
389
490 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
491 { 391 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 393
495 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
496 continue; 395 continue;
497 396
498 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 398 {
500 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 400 op->write (f);
502 } 401 }
503 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 403 op->write (f);
505 } 404 }
506 } 405 }
507 406
407 coroapi::cede_to_tick ();
408
508 return true; 409 return true;
509} 410}
510 411
511bool 412bool
512maptile::load_objects (const char *path, bool skip_header) 413maptile::_save_objects (const char *path, int flags)
513{ 414{
514 object_thawer thawer (path); 415 object_freezer freezer;
515 416
516 if (!thawer) 417 if (!_save_objects (freezer, flags))
517 return false; 418 return false;
518 419
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 420 return freezer.save (path);
542} 421}
543 422
544maptile::maptile () 423maptile::maptile ()
545{ 424{
546 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
547 426
548 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
550 */ 429 */
551 width = 16; 430 width = 16;
552 height = 16; 431 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 432 timeout = 300;
555 enter_x = 0; 433 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 434 max_volume = 2000000; // 2m³
557} 435}
558 436
559maptile::maptile (int w, int h) 437maptile::maptile (int w, int h)
560{ 438{
561 in_memory = MAP_SWAPPED; 439 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 585 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 586 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 587 * MSW 2001-07-01
710 */ 588 */
711bool 589bool
712maptile::load_header (object_thawer &thawer) 590maptile::_load_header (object_thawer &thawer)
713{ 591{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 592 for (;;)
719 { 593 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 594 switch (thawer.kw)
723 { 595 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 596 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 597 thawer.get_ml (KW_endmsg, msg);
733 break; 598 break;
734 599
735 case KW_lore: // CF+ extension 600 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 631 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 632 case KW_sky: thawer.get (sky); break;
768 633
769 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
771 637
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 638 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 640
775 // old names new names 641 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
791 default: 665 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 666 if (!thawer.parse_error ("map", 0))
667 return false;
793 break; 668 break;
794 } 669 }
670
671 thawer.next ();
795 } 672 }
796 673
797 abort (); 674 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 675}
810 676
811/****************************************************************************** 677/******************************************************************************
812 * This is the start of unique map handling code 678 * This is the start of unique map handling code
813 *****************************************************************************/ 679 *****************************************************************************/
824 object *above = op->above; 690 object *above = op->above;
825 691
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 693 unique = 1;
828 694
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 { 696 {
831 op->destroy_inv (false); 697 op->destroy_inv (false);
832 op->destroy (); 698 op->destroy ();
833 } 699 }
834 700
836 } 702 }
837 } 703 }
838} 704}
839 705
840bool 706bool
841maptile::save_header (object_freezer &freezer) 707maptile::_save_header (object_freezer &freezer)
842{ 708{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 711
846 MAP_OUT2 (arch, "map"); 712 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 714 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 715 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 716 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 717 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
853 MAP_OUT (difficulty); 720 MAP_OUT (difficulty);
854 721
855 if (region) MAP_OUT2 (region, region->name); 722 if (default_region) MAP_OUT2 (region, default_region->name);
856 723
857 if (shopitems) 724 if (shopitems)
858 { 725 {
859 char shop[MAX_BUF]; 726 char shop[MAX_BUF];
860 print_shop_string (this, shop); 727 print_shop_string (this, shop);
895 762
896 return true; 763 return true;
897} 764}
898 765
899bool 766bool
900maptile::save_header (const char *path) 767maptile::_save_header (const char *path)
901{ 768{
902 object_freezer freezer; 769 object_freezer freezer;
903 770
904 if (!save_header (freezer)) 771 if (!_save_header (freezer))
905 return false; 772 return false;
906 773
907 return freezer.save (path); 774 return freezer.save (path);
908} 775}
909 776
911 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
912 */ 779 */
913void 780void
914maptile::clear () 781maptile::clear ()
915{ 782{
916 if (!spaces) 783 if (spaces)
917 return; 784 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 786 while (object *op = ms->bot)
921 { 787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
794 object *head = op->head_ ();
922 if (op->head) 795 if (op == head)
923 op = op->head; 796 {
924
925 op->destroy_inv (false); 797 op->destroy_inv (false);
926 op->destroy (); 798 op->destroy ();
799 }
800 else if (head->map != op->map)
801 {
802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 head->destroy ();
804 }
927 } 805 }
928 806
929 sfree (spaces, size ()), spaces = 0; 807 sfree (spaces, size ()), spaces = 0;
808 }
930 809
931 if (buttons) 810 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 811 free_objectlinkpt (buttons), buttons = 0;
812
813 sfree (regions, size ()); regions = 0;
814 delete [] regionmap; regionmap = 0;
933} 815}
934 816
935void 817void
936maptile::clear_header () 818maptile::clear_header ()
937{ 819{
967maptile::do_destroy () 849maptile::do_destroy ()
968{ 850{
969 attachable::do_destroy (); 851 attachable::do_destroy ();
970 852
971 clear (); 853 clear ();
854}
855
856/* decay and destroy perishable items in a map */
857void
858maptile::do_decay_objects ()
859{
860 if (!spaces)
861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
865 {
866 above = op->above;
867
868 bool destroy = 0;
869
870 // do not decay anything above unique floor tiles (yet :)
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
872 break;
873
874 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
875 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876 || QUERY_FLAG (op, FLAG_UNIQUE)
877 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878 || QUERY_FLAG (op, FLAG_UNPAID)
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
882 {
883 op->stats.dam--;
884 if (op->stats.dam < 0)
885 destroy = 1;
886 }
887 else if (op->is_armor ())
888 {
889 op->stats.ac--;
890 if (op->stats.ac < 0)
891 destroy = 1;
892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
902
903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32))
914 destroy = 1;
915 }
916
917 /* adjust overall chance below */
918 if (destroy && rndm (0, 1))
919 op->destroy ();
920 }
972} 921}
973 922
974/* 923/*
975 * Updates every button on the map (by calling update_button() for them). 924 * Updates every button on the map (by calling update_button() for them).
976 */ 925 */
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 973 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025 { 974 {
1026 total_exp += op->stats.exp; 975 total_exp += op->stats.exp;
1027 976
1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 977 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1029 total_exp += at->clone.stats.exp * 8; 978 total_exp += at->stats.exp * 8;
1030 979
1031 monster_cnt++; 980 monster_cnt++;
1032 } 981 }
1033 } 982 }
1034 983
1088 */ 1037 */
1089void 1038void
1090mapspace::update_ () 1039mapspace::update_ ()
1091{ 1040{
1092 object *tmp, *last = 0; 1041 object *tmp, *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1042 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1094 New_Face *top, *floor, *middle;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1043 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1044
1098 middle = blank_face; 1045 //object *middle = 0;
1099 top = blank_face; 1046 //object *top = 0;
1100 floor = blank_face; 1047 //object *floor = 0;
1101 1048 // this seems to generate better code than using locals, above
1102 middle_obj = 0; 1049 object *&top = faces_obj[0] = 0;
1103 top_obj = 0; 1050 object *&middle = faces_obj[1] = 0;
1104 floor_obj = 0; 1051 object *&floor = faces_obj[2] = 0;
1105 1052
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1053 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1054 {
1108 /* This could be made additive I guess (two lights better than 1055 /* This could be made additive I guess (two lights better than
1109 * one). But if so, it shouldn't be a simple additive - 2 1056 * one). But if so, it shouldn't be a simple additive - 2
1122 * Always put the player down for drawing. 1069 * Always put the player down for drawing.
1123 */ 1070 */
1124 if (!tmp->invisible) 1071 if (!tmp->invisible)
1125 { 1072 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1073 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1074 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1075 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1076 {
1133 /* If we got a floor, that means middle and top were below it, 1077 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1078 * so should not be visible, so we clear them.
1135 */ 1079 */
1136 middle = blank_face; 1080 middle = 0;
1137 top = blank_face; 1081 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1082 floor = tmp;
1140 } 1083 }
1141 /* Flag anywhere have high priority */ 1084 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1085 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1086 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1087 middle = tmp;
1147 anywhere = 1; 1088 anywhere = 1;
1148 } 1089 }
1149 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
1151 * top 1092 * top
1152 */ 1093 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1095 middle = tmp;
1157 }
1158 } 1096 }
1159 1097
1160 if (tmp == tmp->above) 1098 if (tmp == tmp->above)
1161 { 1099 {
1162 LOG (llevError, "Error in structure of map\n"); 1100 LOG (llevError, "Error in structure of map\n");
1197 * middle face. This should not happen, as we already have the 1135 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1136 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1137 * may be possible for the faces to match but be different objects.
1200 */ 1138 */
1201 if (top == middle) 1139 if (top == middle)
1202 middle = blank_face; 1140 middle = 0;
1203 1141
1204 /* There are three posibilities at this point: 1142 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1143 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1144 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1145 * 3) neither middle or top is set - need to set both.
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1150 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1151 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1152 break;
1215 1153
1216 /* If two top faces are already set, quit processing */ 1154 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1155 if (top && middle)
1218 break; 1156 break;
1219 1157
1220 /* Only show visible faces, unless its the editor - show all */ 1158 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1159 if (!tmp->invisible)
1222 { 1160 {
1223 /* Fill in top if needed */ 1161 /* Fill in top if needed */
1224 if (top == blank_face) 1162 if (!top)
1225 { 1163 {
1226 top = tmp->face;
1227 top_obj = tmp; 1164 top = tmp;
1228 if (top == middle) 1165 if (top == middle)
1229 middle = blank_face; 1166 middle = 0;
1230 } 1167 }
1231 else 1168 else
1232 { 1169 {
1233 /* top is already set - we should only get here if 1170 /* top is already set - we should only get here if
1234 * middle is not set 1171 * middle is not set
1235 * 1172 *
1236 * Set the middle face and break out, since there is nothing 1173 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1174 * more to fill in. We don't check visiblity here, since
1238 * 1175 *
1239 */ 1176 */
1240 if (tmp->face != top) 1177 if (tmp != top)
1241 { 1178 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1179 middle = tmp;
1244 break; 1180 break;
1245 } 1181 }
1246 } 1182 }
1247 } 1183 }
1248 } 1184 }
1249 1185
1250 if (middle == floor) 1186 if (middle == floor)
1251 middle = blank_face; 1187 middle = 0;
1252 1188
1253 if (top == middle) 1189 if (top == middle)
1254 middle = blank_face; 1190 middle = 0;
1255 1191
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1192#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1193 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1194 faces_obj [1] = middle;
1195 faces_obj [2] = floor;
1196#endif
1259} 1197}
1260 1198
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1199uint64
1262 * the map. It also takes care of linking back the freshly loaded 1200mapspace::volume () const
1263 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1265 * so that it is easier for calling functions to verify success.
1266 */
1267static maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1269{ 1201{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1202 uint64 vol = 0;
1271 1203
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1204 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1273 { 1205 vol += op->volume ();
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281 1206
1282 int dest_tile = (tile_num + 2) % 4; 1207 return vol;
1208}
1283 1209
1284 orig_map->tile_map[tile_num] = mp; 1210bool
1211maptile::tile_available (int dir, bool load)
1212{
1213 if (!tile_path[dir])
1214 return 0;
1285 1215
1286 // optimisation: back-link map to origin map if euclidean 1216 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1287 //TODO: non-euclidean maps MUST GO 1217 return 1;
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290 1218
1219 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1220 return 1;
1221
1291 return mp; 1222 return 0;
1292} 1223}
1293 1224
1294/* this returns TRUE if the coordinates (x,y) are out of 1225/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1226 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1227 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1240 if (!m)
1310 return 0; 1241 return 0;
1311 1242
1312 if (x < 0) 1243 if (x < 0)
1313 { 1244 {
1314 if (!m->tile_path[3]) 1245 if (!m->tile_available (3))
1315 return 1; 1246 return 1;
1316 1247
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1248 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1249 }
1322 1250
1323 if (x >= m->width) 1251 if (x >= m->width)
1324 { 1252 {
1325 if (!m->tile_path[1]) 1253 if (!m->tile_available (1))
1326 return 1; 1254 return 1;
1327 1255
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1256 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1257 }
1333 1258
1334 if (y < 0) 1259 if (y < 0)
1335 { 1260 {
1336 if (!m->tile_path[0]) 1261 if (!m->tile_available (0))
1337 return 1; 1262 return 1;
1338 1263
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1264 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1265 }
1344 1266
1345 if (y >= m->height) 1267 if (y >= m->height)
1346 { 1268 {
1347 if (!m->tile_path[2]) 1269 if (!m->tile_available (2))
1348 return 1; 1270 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352 1271
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1272 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1273 }
1355 1274
1356 /* Simple case - coordinates are within this local 1275 /* Simple case - coordinates are within this local
1361 1280
1362/* This is basically the same as out_of_map above, but 1281/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1282 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1283 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1284 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1285 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1286 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1287 * and then figuring out what the real map is
1369 */ 1288 */
1370maptile * 1289maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1290maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1291{
1373 if (*x < 0) 1292 if (x < 0)
1374 { 1293 {
1375 if (!m->tile_path[3]) 1294 if (!tile_available (3))
1376 return 0; 1295 return 0;
1377 1296
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1297 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1298 return tile_map[3]->xy_find (x, y);
1383 } 1299 }
1384 1300
1385 if (*x >= m->width) 1301 if (x >= width)
1386 { 1302 {
1387 if (!m->tile_path[1]) 1303 if (!tile_available (1))
1388 return 0; 1304 return 0;
1389 1305
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1306 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1307 return tile_map[1]->xy_find (x, y);
1395 } 1308 }
1396 1309
1397 if (*y < 0) 1310 if (y < 0)
1398 { 1311 {
1399 if (!m->tile_path[0]) 1312 if (!tile_available (0))
1400 return 0; 1313 return 0;
1401 1314
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1315 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1316 return tile_map[0]->xy_find (x, y);
1407 } 1317 }
1408 1318
1409 if (*y >= m->height) 1319 if (y >= height)
1410 { 1320 {
1411 if (!m->tile_path[2]) 1321 if (!tile_available (2))
1412 return 0; 1322 return 0;
1413 1323
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1324 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1325 return tile_map[2]->xy_find (x, y);
1419 } 1326 }
1420 1327
1421 /* Simple case - coordinates are within this local 1328 /* Simple case - coordinates are within this local
1422 * map. 1329 * map.
1423 */ 1330 */
1424 return m; 1331 return this;
1425} 1332}
1426 1333
1427/** 1334/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1335 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1336 * map1 to map2 in dx/dy.
1430 */ 1337 */
1431static int 1338int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1339adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1340{
1434 if (!map1 || !map2) 1341 if (!map1 || !map2)
1435 return 0; 1342 return 0;
1436 1343
1344 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1345 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1346 if (map1 == map2)
1438 { 1347 {
1439 *dx = 0; 1348 *dx = 0;
1440 *dy = 0; 1349 *dy = 0;
1441 } 1350 }
1501 } 1410 }
1502 else 1411 else
1503 return 0; 1412 return 0;
1504 1413
1505 return 1; 1414 return 1;
1415}
1416
1417maptile *
1418maptile::xy_load (sint16 &x, sint16 &y)
1419{
1420 maptile *map = xy_find (x, y);
1421
1422 if (map)
1423 map->load_sync ();
1424
1425 return map;
1426}
1427
1428maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1430{
1431 return m->xy_load (*x, *y);
1506} 1432}
1507 1433
1508/* From map.c 1434/* From map.c
1509 * This is used by get_player to determine where the other 1435 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1436 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1437 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1438 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1439 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1440 * that the creature should head. part is the part of the
1515 * monster that is closest. 1441 * monster that is closest.
1516 * 1442 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1443 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1444 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1455get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1456{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1457 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1458 {
1533 /* be conservative and fill in _some_ data */ 1459 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1460 retval->distance = 10000;
1535 retval->distance_x = 32767; 1461 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1462 retval->distance_y = 10000;
1537 retval->direction = 0; 1463 retval->direction = 0;
1538 retval->part = 0; 1464 retval->part = 0;
1539 } 1465 }
1540 else 1466 else
1541 { 1467 {
1546 1472
1547 best = op1; 1473 best = op1;
1548 /* If this is multipart, find the closest part now */ 1474 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1475 if (!(flags & 0x1) && op1->more)
1550 { 1476 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1477 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1478
1554 /* we just take the offset of the piece to head to figure 1479 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1480 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1481 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1482 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1483 * below works.
1559 */ 1484 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1485 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1486 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1487 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1488 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1489 if (tmpi < best_distance)
1565 { 1490 {
1566 best_distance = tmpi; 1491 best_distance = tmpi;
1567 best = tmp; 1492 best = tmp;
1568 } 1493 }
1569 } 1494 }
1495
1570 if (best != op1) 1496 if (best != op1)
1571 { 1497 {
1572 retval->distance_x += op1->x - best->x; 1498 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1499 retval->distance_y += op1->y - best->y;
1574 } 1500 }
1575 } 1501 }
1502
1576 retval->part = best; 1503 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1504 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1505 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1506 }
1580} 1507}
1581 1508
1582/* this is basically the same as get_rangevector above, but instead of 1509/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1514 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1515 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1516 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1517 * field of the rv_vector is set to NULL.
1591 */ 1518 */
1592
1593void 1519void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1520get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1521{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1522 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1523 {
1598 /* be conservative and fill in _some_ data */ 1524 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1525 retval->distance = 100000;
1606 { 1532 {
1607 retval->distance_x += op2->x - x; 1533 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1534 retval->distance_y += op2->y - y;
1609 1535
1610 retval->part = NULL; 1536 retval->part = NULL;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1537 retval->distance = idistance (retval->distance_x, retval->distance_y);
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1538 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1539 }
1614} 1540}
1615 1541
1616/* Returns true of op1 and op2 are effectively on the same map 1542/* Returns true of op1 and op2 are effectively on the same map
1636 op->remove (); 1562 op->remove ();
1637 1563
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1564 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1565}
1640 1566
1567region *
1568maptile::region (int x, int y) const
1569{
1570 if (regions
1571 && regionmap
1572 && !OUT_OF_REAL_MAP (this, x, y))
1573 if (struct region *reg = regionmap [regions [y * width + x]])
1574 return reg;
1575
1576 if (default_region)
1577 return default_region;
1578
1579 return ::region::default_region ();
1580}
1581
1582/* picks a random object from a style map.
1583 * Redone by MSW so it should be faster and not use static
1584 * variables to generate tables.
1585 */
1586object *
1587maptile::pick_random_object () const
1588{
1589 /* while returning a null object will result in a crash, that
1590 * is actually preferable to an infinite loop. That is because
1591 * most servers will automatically restart in case of crash.
1592 * Change the logic on getting the random space - shouldn't make
1593 * any difference, but this seems clearer to me.
1594 */
1595 for (int i = 1000; --i;)
1596 {
1597 object *pick = at (rndm (width), rndm (height)).bot;
1598
1599 // do not prefer big monsters just because they are big.
1600 if (pick && pick->head_ () == pick)
1601 return pick->head_ ();
1602 }
1603
1604 // instead of crashing in the unlikely(?) case, try to return *something*
1605 return get_archetype ("blocked");
1606}
1607
1608void
1609maptile::play_sound (faceidx sound, int x, int y) const
1610{
1611 if (!sound)
1612 return;
1613
1614 for_all_players (pl)
1615 if (pl->observe->map == this)
1616 if (client *ns = pl->ns)
1617 {
1618 int dx = x - pl->observe->x;
1619 int dy = y - pl->observe->y;
1620
1621 int distance = idistance (dx, dy);
1622
1623 if (distance <= MAX_SOUND_DISTANCE)
1624 ns->play_sound (sound, dx, dy);
1625 }
1626}
1627

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