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Comparing deliantra/server/common/map.C (file contents):
Revision 1.84 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.146 by root, Sun Aug 17 22:46:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "loader.h"
31#include "path.h" 28#include "path.h"
32
33/*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 29
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
174 */ 105 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 107 return 0;
177 108
178 if (ob->head != NULL)
179 ob = ob->head; 109 ob = ob->head_ ();
180 110
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
214 else 144 else
215 { 145 {
216 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
218 * movement, can't move here. 148 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
220 * hidden dm 150 * hidden dm
221 */ 151 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 153 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 160 return 1;
227 } 161 }
228 162
229 } 163 }
230 return 0; 164 return 0;
231} 165}
232 166
233/* 167/*
234 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
239 * 173 *
240 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
241 * 175 *
242 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
254 * 188 *
255 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
257 * against the move_block values. 191 * against the move_block values.
258 */ 192 */
259int 193bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
261{ 195{
262 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
276 199
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
278 { 201 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 202
281 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 204
283 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 206 return 1;
285 207
286 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
287 209 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 211 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 213 continue;
295 214
296 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
298 */ 217 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
300 return P_NO_PASS; 219 return 1;
301 } 220 }
302 221
303 return 0; 222 return 0;
304} 223}
305 224
323 242
324 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
325 tmp = next; 244 tmp = next;
326 } 245 }
327 246
328 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
329 * carrying. 248 //TODO: remove
330 */ 249 container->update_weight ();
331 sum_weight (container);
332} 250}
333 251
334void 252void
335maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
336{ 254{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
343} 261}
344 262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274}
275
345/* link_multipart_objects go through all the objects on the map looking 276/* 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 277 * 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 278 * 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 279 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 280 */
351void 281void
352maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
353{ 283{
354 if (!spaces) 284 if (!spaces)
355 return; 285 return;
356 286
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
359 { 291 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 293 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 { 294 {
374 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
375 297
376 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 300 // 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); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
391 } 305 }
306 else
307 op = op->above;
392 } 308 }
393
394 tmp = above;
395 } 309 }
396} 310}
397 311
398/* 312/*
399 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 314 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 315 */
403bool 316bool
404maptile::_load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
405{ 318{
406 int unique; 319 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 { 320 {
414 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 322
416 * or editor will not be able to do anything with it either. 323 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 324 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
421 continue; 360 continue;
422 }
423 361
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 362 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
437 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
438 break; 368 break;
439 } 369 }
440 370
441 op = object::create (); 371 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 } 372 }
462#endif
463 373
464 return true; 374 return true;
465} 375}
466 376
467void 377void
468maptile::activate () 378maptile::activate ()
469{ 379{
470 if (!spaces) 380 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 383 op->activate_recursive ();
476} 384}
477 385
478void 386void
479maptile::deactivate () 387maptile::deactivate ()
480{ 388{
481 if (!spaces) 389 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 392 op->deactivate_recursive ();
487} 393}
488 394
489bool 395bool
490maptile::_save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
491{ 397{
492 static int cede_count = 0; 398 coroapi::cede_to_tick ();
493 399
494 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
495 _save_header (freezer); 401 _save_header (f);
496 402
497 if (!spaces) 403 if (!spaces)
498 return false; 404 return false;
499 405
500 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
501 { 407 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 408 bool unique = 0;
409
511 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
512 { 411 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
517 unique = 1;
518 413
519 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
520 continue; 415 continue;
521 416
522 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
523 { 418 {
524 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 420 op->write (f);
526 } 421 }
527 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
528 save_object (freezer, op, 1); 423 op->write (f);
529 } 424 }
530 } 425 }
531 426
427 coroapi::cede_to_tick ();
428
532 return true; 429 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555} 430}
556 431
557bool 432bool
558maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
559{ 434{
568maptile::maptile () 443maptile::maptile ()
569{ 444{
570 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
571 446
572 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
574 */ 449 */
575 width = 16; 450 width = 16;
576 height = 16; 451 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 452 timeout = 300;
579 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 454 max_volume = 2000000; // 2m³
581} 455}
582 456
583maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
584{ 458{
585 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
735bool 609bool
736maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
737{ 611{
738 for (;;) 612 for (;;)
739 { 613 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 614 switch (thawer.kw)
743 { 615 {
744 case KW_msg: 616 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
746 break; 618 break;
747 619
779 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
781 653
782 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
784 658
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 661
788 // old names new names 662 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
804 case KW_end: 682 case KW_end:
683 thawer.next ();
805 return true; 684 return true;
806 685
807 default: 686 default:
808 if (!thawer.parse_error (kw, "map", 0)) 687 if (!thawer.parse_error ("map", 0))
809 return false; 688 return false;
810 break; 689 break;
811 } 690 }
691
692 thawer.next ();
812 } 693 }
813 694
814 abort (); 695 abort ();
815}
816
817bool
818maptile::_load_header (const char *path)
819{
820 object_thawer thawer (path);
821
822 if (!thawer)
823 return false;
824
825 return _load_header (thawer);
826} 696}
827 697
828/****************************************************************************** 698/******************************************************************************
829 * This is the start of unique map handling code 699 * This is the start of unique map handling code
830 *****************************************************************************/ 700 *****************************************************************************/
841 object *above = op->above; 711 object *above = op->above;
842 712
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 714 unique = 1;
845 715
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 717 {
848 op->destroy_inv (false); 718 op->destroy_inv (false);
849 op->destroy (); 719 op->destroy ();
850 } 720 }
851 721
865 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
870 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
871 743
872 if (default_region) MAP_OUT2 (region, default_region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
873 745
874 if (shopitems) 746 if (shopitems)
928 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
929 */ 801 */
930void 802void
931maptile::clear () 803maptile::clear ()
932{ 804{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
935
936 if (spaces) 805 if (spaces)
937 { 806 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 808 while (object *op = ms->bot)
940 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
941 if (op->head) 817 if (op == head)
942 op = op->head; 818 {
943
944 op->destroy_inv (false); 819 op->destroy_inv (false);
945 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
946 } 827 }
947 828
948 sfree (spaces, size ()), spaces = 0; 829 sfree0 (spaces, size ());
949 } 830 }
950 831
951 if (buttons) 832 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
953} 837}
954 838
955void 839void
956maptile::clear_header () 840maptile::clear_header ()
957{ 841{
987maptile::do_destroy () 871maptile::do_destroy ()
988{ 872{
989 attachable::do_destroy (); 873 attachable::do_destroy ();
990 874
991 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
992} 943}
993 944
994/* 945/*
995 * Updates every button on the map (by calling update_button() for them). 946 * Updates every button on the map (by calling update_button() for them).
996 */ 947 */
1043 994
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 996 {
1046 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1047 998
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1049 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1052 } 1010 }
1053 } 1011 }
1054 1012
1055 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1056 1014
1095 else 1053 else
1096 darkness = new_level; 1054 darkness = new_level;
1097 1055
1098 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1100 return 1; 1059 return 1;
1101} 1060}
1102 1061
1103/* 1062/*
1104 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1107 * through, etc) 1066 * through, etc)
1108 */ 1067 */
1109void 1068void
1110mapspace::update_ () 1069mapspace::update_ ()
1111{ 1070{
1112 object *tmp, *last = 0; 1071 object *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 facetile *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1074
1118 middle = blank_face; 1075 //object *middle = 0;
1119 top = blank_face; 1076 //object *top = 0;
1120 floor = blank_face; 1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1121 1082
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1084 {
1128 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1132 */ 1089 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1135 1091
1136 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1142 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1143 */ 1099 */
1144 if (!tmp->invisible) 1100 if (!tmp->invisible)
1145 { 1101 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1103 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1105 {
1153 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1155 */ 1108 */
1156 middle = blank_face; 1109 middle = 0;
1157 top = blank_face; 1110 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1111 floor = tmp;
1160 } 1112 }
1161 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1115 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1116 middle = tmp;
1167 anywhere = 1; 1117 anywhere = 1;
1168 } 1118 }
1119
1169 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1171 * top 1122 * top
1172 */ 1123 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1125 middle = tmp;
1177 }
1178 } 1126 }
1179 1127
1180 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1181 { 1129 {
1182 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1165 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1166 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1167 * may be possible for the faces to match but be different objects.
1220 */ 1168 */
1221 if (top == middle) 1169 if (top == middle)
1222 middle = blank_face; 1170 middle = 0;
1223 1171
1224 /* There are three posibilities at this point: 1172 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1228 */ 1176 */
1229 1177
1230 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1179 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1182 break;
1235 1183
1236 /* If two top faces are already set, quit processing */ 1184 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1185 if (top && middle)
1238 break; 1186 break;
1239 1187
1240 /* Only show visible faces */ 1188 /* Only show visible faces */
1241 if (!tmp->invisible) 1189 if (!tmp->invisible)
1242 { 1190 {
1243 /* Fill in top if needed */ 1191 /* Fill in top if needed */
1244 if (top == blank_face) 1192 if (!top)
1245 { 1193 {
1246 top = tmp->face;
1247 top_obj = tmp; 1194 top = tmp;
1248 if (top == middle) 1195 if (top == middle)
1249 middle = blank_face; 1196 middle = 0;
1250 } 1197 }
1251 else 1198 else
1252 { 1199 {
1253 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1254 * middle is not set 1201 * middle is not set
1255 * 1202 *
1256 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1258 * 1205 *
1259 */ 1206 */
1260 if (tmp->face != top) 1207 if (tmp != top)
1261 { 1208 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1209 middle = tmp;
1264 break; 1210 break;
1265 } 1211 }
1266 } 1212 }
1267 } 1213 }
1268 } 1214 }
1269 1215
1270 if (middle == floor) 1216 if (middle == floor)
1271 middle = blank_face; 1217 middle = 0;
1272 1218
1273 if (top == middle) 1219 if (top == middle)
1274 middle = blank_face; 1220 middle = 0;
1275 1221
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1222#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1223 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1224 faces_obj [1] = middle;
1225 faces_obj [2] = floor;
1226#endif
1279} 1227}
1280 1228
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1229uint64
1282 * the map. It also takes care of linking back the freshly found 1230mapspace::volume () const
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1231{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1232 uint64 vol = 0;
1290 1233
1291 if (!mp) 1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1292 { 1235 vol += op->volume ();
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294 1236
1295 if (!mp) 1237 return vol;
1296 { 1238}
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305 1239
1306 int dest_tile = (tile_num + 2) % 4; 1240bool
1241maptile::tile_available (int dir, bool load)
1242{
1243 if (!tile_path[dir])
1244 return 0;
1307 1245
1308 orig_map->tile_map [tile_num] = mp; 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1247 return 1;
1309 1248
1310 // optimisation: back-link map to origin map if euclidean 1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1311 //TODO: non-euclidean maps MUST GO 1250 return 1;
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314 1251
1315 return mp; 1252 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1253}
1323 1254
1324/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1270 if (!m)
1340 return 0; 1271 return 0;
1341 1272
1342 if (x < 0) 1273 if (x < 0)
1343 { 1274 {
1344 if (!m->tile_path[3]) 1275 if (!m->tile_available (3))
1345 return 1; 1276 return 1;
1346 1277
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 } 1279 }
1352 1280
1353 if (x >= m->width) 1281 if (x >= m->width)
1354 { 1282 {
1355 if (!m->tile_path[1]) 1283 if (!m->tile_available (1))
1356 return 1; 1284 return 1;
1357 1285
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y); 1286 return out_of_map (m->tile_map[1], x - m->width, y);
1362 } 1287 }
1363 1288
1364 if (y < 0) 1289 if (y < 0)
1365 { 1290 {
1366 if (!m->tile_path[0]) 1291 if (!m->tile_available (0))
1367 return 1; 1292 return 1;
1368 1293
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 } 1295 }
1374 1296
1375 if (y >= m->height) 1297 if (y >= m->height)
1376 { 1298 {
1377 if (!m->tile_path[2]) 1299 if (!m->tile_available (2))
1378 return 1; 1300 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1301
1383 return out_of_map (m->tile_map[2], x, y - m->height); 1302 return out_of_map (m->tile_map[2], x, y - m->height);
1384 } 1303 }
1385 1304
1386 /* Simple case - coordinates are within this local 1305 /* Simple case - coordinates are within this local
1400maptile * 1319maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1320maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1321{
1403 if (x < 0) 1322 if (x < 0)
1404 { 1323 {
1405 if (!tile_path[3]) 1324 if (!tile_available (3))
1406 return 0; 1325 return 0;
1407 1326
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1327 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1328 return tile_map[3]->xy_find (x, y);
1411 } 1329 }
1412 1330
1413 if (x >= width) 1331 if (x >= width)
1414 { 1332 {
1415 if (!tile_path[1]) 1333 if (!tile_available (1))
1416 return 0; 1334 return 0;
1417 1335
1418 find_and_link (this, 1);
1419 x -= width; 1336 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1337 return tile_map[1]->xy_find (x, y);
1421 } 1338 }
1422 1339
1423 if (y < 0) 1340 if (y < 0)
1424 { 1341 {
1425 if (!tile_path[0]) 1342 if (!tile_available (0))
1426 return 0; 1343 return 0;
1427 1344
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1345 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1346 return tile_map[0]->xy_find (x, y);
1431 } 1347 }
1432 1348
1433 if (y >= height) 1349 if (y >= height)
1434 { 1350 {
1435 if (!tile_path[2]) 1351 if (!tile_available (2))
1436 return 0; 1352 return 0;
1437 1353
1438 find_and_link (this, 2);
1439 y -= height; 1354 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1355 return tile_map[2]->xy_find (x, y);
1441 } 1356 }
1442 1357
1443 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1370{
1456 if (!map1 || !map2) 1371 if (!map1 || !map2)
1457 return 0; 1372 return 0;
1458 1373
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1375 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1376 if (map1 == map2)
1462 { 1377 {
1463 *dx = 0; 1378 *dx = 0;
1464 *dy = 0; 1379 *dy = 0;
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1486{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1487 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1488 {
1574 /* be conservative and fill in _some_ data */ 1489 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1490 retval->distance = 10000;
1576 retval->distance_x = 32767; 1491 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1492 retval->distance_y = 10000;
1578 retval->direction = 0; 1493 retval->direction = 0;
1579 retval->part = 0; 1494 retval->part = 0;
1580 } 1495 }
1581 else 1496 else
1582 { 1497 {
1587 1502
1588 best = op1; 1503 best = op1;
1589 /* If this is multipart, find the closest part now */ 1504 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1505 if (!(flags & 0x1) && op1->more)
1591 { 1506 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1507 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1508
1595 /* we just take the offset of the piece to head to figure 1509 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1510 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1511 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1512 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1513 * below works.
1600 */ 1514 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1515 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1516 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1517 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1518 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1519 if (tmpi < best_distance)
1606 { 1520 {
1615 retval->distance_y += op1->y - best->y; 1529 retval->distance_y += op1->y - best->y;
1616 } 1530 }
1617 } 1531 }
1618 1532
1619 retval->part = best; 1533 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1536 }
1623} 1537}
1624 1538
1625/* this is basically the same as get_rangevector above, but instead of 1539/* this is basically the same as get_rangevector above, but instead of
1672} 1586}
1673 1587
1674object * 1588object *
1675maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1676{ 1590{
1677 if (!op->flag [FLAG_REMOVED])
1678 op->remove ();
1679
1680 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1681} 1592}
1682 1593
1683region * 1594region *
1684maptile::region (int x, int y) const 1595maptile::region (int x, int y) const
1693 return default_region; 1604 return default_region;
1694 1605
1695 return ::region::default_region (); 1606 return ::region::default_region ();
1696} 1607}
1697 1608
1609/* picks a random object from a style map.
1610 */
1611object *
1612maptile::pick_random_object (rand_gen &gen) const
1613{
1614 /* while returning a null object will result in a crash, that
1615 * is actually preferable to an infinite loop. That is because
1616 * most servers will automatically restart in case of crash.
1617 * Change the logic on getting the random space - shouldn't make
1618 * any difference, but this seems clearer to me.
1619 */
1620 for (int i = 1000; --i;)
1621 {
1622 object *pick = at (gen (width), gen (height)).bot;
1623
1624 // do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ())
1626 return pick->head_ ();
1627 }
1628
1629 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug");
1631}
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns)
1642 {
1643 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y;
1645
1646 int distance = idistance (dx, dy);
1647
1648 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy);
1650 }
1651}
1652

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