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Comparing deliantra/server/common/map.C (file contents):
Revision 1.68 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.147 by root, Mon Sep 29 10:20:48 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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 "loader.h"
30#include "path.h" 28#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 29
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
101 * 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
172 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
173 */ 105 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 107 return 0;
176 108
177 if (ob->head != NULL)
178 ob = ob->head; 109 ob = ob->head_ ();
179 110
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
213 else 144 else
214 { 145 {
215 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
217 * movement, can't move here. 148 * movement, can't move here.
218 * 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
219 * hidden dm 150 * hidden dm
220 */ 151 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 153 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
224 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))
225 return 1; 160 return 1;
226 } 161 }
227 162
228 } 163 }
229 return 0; 164 return 0;
230} 165}
231 166
232
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_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
359 }
360
421 continue; 361 continue;
422 }
423 362
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: 363 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
437 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
438 break; 369 break;
439 } 370 }
440 371
441 op = object::create (); 372 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 } 373 }
462#endif
463 374
464 return true; 375 return true;
465} 376}
466 377
467void 378void
468maptile::activate () 379maptile::activate ()
469{ 380{
470 if (!spaces) 381 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 384 op->activate_recursive ();
476} 385}
477 386
478void 387void
479maptile::deactivate () 388maptile::deactivate ()
480{ 389{
481 if (!spaces) 390 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 393 op->deactivate_recursive ();
487} 394}
488 395
489bool 396bool
490maptile::save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
491{ 398{
492 static int cede_count = 0; 399 coroapi::cede_to_tick ();
493 400
494 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
495 save_header (freezer); 402 _save_header (f);
496 403
497 if (!spaces) 404 if (!spaces)
498 return false; 405 return false;
499 406
500 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
501 { 408 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 409 bool unique = 0;
410
509 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
510 { 412 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 414
517 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
518 continue; 416 continue;
519 417
520 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 419 {
522 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 421 op->write (f);
524 } 422 }
525 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 424 op->write (f);
527 } 425 }
528 } 426 }
529 427
428 coroapi::cede_to_tick ();
429
530 return true; 430 return true;
531} 431}
532 432
533bool 433bool
534maptile::load_objects (const char *path, bool skip_header) 434maptile::_save_objects (const char *path, int flags)
535{ 435{
536 object_thawer thawer (path); 436 object_freezer freezer;
537 437
538 if (!thawer) 438 if (!_save_objects (freezer, flags))
539 return false; 439 return false;
540 440
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 441 return freezer.save (path);
564} 442}
565 443
566maptile::maptile () 444maptile::maptile ()
567{ 445{
568 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
569 447
570 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
572 */ 450 */
573 width = 16; 451 width = 16;
574 height = 16; 452 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 453 timeout = 300;
577 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 455 max_volume = 2000000; // 2m³
579} 456}
580 457
581maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
582{ 459{
583 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 606 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 607 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 608 * MSW 2001-07-01
732 */ 609 */
733bool 610bool
734maptile::load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
735{ 612{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 613 for (;;)
741 { 614 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 615 switch (thawer.kw)
745 { 616 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 617 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
755 break; 619 break;
756 620
757 case KW_lore: // CF+ extension 621 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 652 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
790 654
791 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
793 659
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 662
797 // old names new names 663 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
813 default: 687 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 688 if (!thawer.parse_error ("map", 0))
689 return false;
815 break; 690 break;
816 } 691 }
692
693 thawer.next ();
817 } 694 }
818 695
819 abort (); 696 abort ();
820}
821
822bool
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831} 697}
832 698
833/****************************************************************************** 699/******************************************************************************
834 * This is the start of unique map handling code 700 * This is the start of unique map handling code
835 *****************************************************************************/ 701 *****************************************************************************/
846 object *above = op->above; 712 object *above = op->above;
847 713
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 715 unique = 1;
850 716
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 718 {
853 op->destroy_inv (false); 719 op->destroy_inv (false);
854 op->destroy (); 720 op->destroy (true);
855 } 721 }
856 722
857 op = above; 723 op = above;
858 } 724 }
859 } 725 }
860} 726}
861 727
862bool 728bool
863maptile::save_header (object_freezer &freezer) 729maptile::_save_header (object_freezer &freezer)
864{ 730{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 731#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 732#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 733
868 MAP_OUT2 (arch, "map"); 734 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 736 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 737 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 738 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 739 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 740 MAP_OUT (fixed_resettime);
741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 743 MAP_OUT (difficulty);
876 744
877 if (region) MAP_OUT2 (region, region->name); 745 if (default_region) MAP_OUT2 (region, default_region->name);
878 746
879 if (shopitems) 747 if (shopitems)
880 { 748 {
881 char shop[MAX_BUF]; 749 char shop[MAX_BUF];
882 print_shop_string (this, shop); 750 print_shop_string (this, shop);
917 785
918 return true; 786 return true;
919} 787}
920 788
921bool 789bool
922maptile::save_header (const char *path) 790maptile::_save_header (const char *path)
923{ 791{
924 object_freezer freezer; 792 object_freezer freezer;
925 793
926 if (!save_header (freezer)) 794 if (!_save_header (freezer))
927 return false; 795 return false;
928 796
929 return freezer.save (path); 797 return freezer.save (path);
930} 798}
931 799
933 * Remove and free all objects in the given map. 801 * Remove and free all objects in the given map.
934 */ 802 */
935void 803void
936maptile::clear () 804maptile::clear ()
937{ 805{
938 if (!spaces) 806 if (spaces)
939 return; 807 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 808 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 809 while (object *op = ms->bot)
943 { 810 {
811 // manually remove, as to not trigger anything
812 if (ms->bot = op->above)
813 ms->bot->below = 0;
814
815 op->flag [FLAG_REMOVED] = true;
816
817 object *head = op->head_ ();
944 if (op->head) 818 if (op == head)
945 op = op->head; 819 {
946
947 op->destroy_inv (false); 820 op->destroy_inv (false);
948 op->destroy (); 821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
827 }
828 }
829
830 sfree0 (spaces, size ());
949 } 831 }
950
951 sfree (spaces, size ()), spaces = 0;
952 832
953 if (buttons) 833 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 834 free_objectlinkpt (buttons), buttons = 0;
835
836 sfree0 (regions, size ());
837 delete [] regionmap; regionmap = 0;
955} 838}
956 839
957void 840void
958maptile::clear_header () 841maptile::clear_header ()
959{ 842{
989maptile::do_destroy () 872maptile::do_destroy ()
990{ 873{
991 attachable::do_destroy (); 874 attachable::do_destroy ();
992 875
993 clear (); 876 clear ();
877}
878
879/* decay and destroy perishable items in a map */
880void
881maptile::do_decay_objects ()
882{
883 if (!spaces)
884 return;
885
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 for (object *above, *op = ms->bot; op; op = above)
888 {
889 above = op->above;
890
891 bool destroy = 0;
892
893 // do not decay anything above unique floor tiles (yet :)
894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
895 break;
896
897 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy (true);
943 }
994} 944}
995 945
996/* 946/*
997 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
998 */ 948 */
1045 995
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 997 {
1048 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1049 999
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = op->other_arch)
1001 {
1051 total_exp += at->clone.stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 1003 monster_cnt++;
1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
1054 } 1011 }
1055 } 1012 }
1056 1013
1057 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
1058 1015
1097 else 1054 else
1098 darkness = new_level; 1055 darkness = new_level;
1099 1056
1100 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1058 update_all_map_los (this);
1059
1102 return 1; 1060 return 1;
1103} 1061}
1104 1062
1105/* 1063/*
1106 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1109 * through, etc) 1067 * through, etc)
1110 */ 1068 */
1111void 1069void
1112mapspace::update_ () 1070mapspace::update_ ()
1113{ 1071{
1114 object *tmp, *last = 0; 1072 object *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1075
1120 middle = blank_face; 1076 //object *middle = 0;
1121 top = blank_face; 1077 //object *top = 0;
1122 floor = blank_face; 1078 //object *floor = 0;
1079 // this seems to generate better code than using locals, above
1080 object *&top = faces_obj[0] = 0;
1081 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0;
1123 1083
1124 middle_obj = 0;
1125 top_obj = 0;
1126 floor_obj = 0;
1127
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1085 {
1130 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1087 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1134 */ 1090 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1137 1092
1138 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1144 * Always put the player down for drawing. 1099 * Always put the player down for drawing.
1145 */ 1100 */
1146 if (!tmp->invisible) 1101 if (!tmp->invisible)
1147 { 1102 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1103 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1104 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1105 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1106 {
1155 /* If we got a floor, that means middle and top were below it, 1107 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1108 * so should not be visible, so we clear them.
1157 */ 1109 */
1158 middle = blank_face; 1110 middle = 0;
1159 top = blank_face; 1111 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1112 floor = tmp;
1162 } 1113 }
1163 /* Flag anywhere have high priority */ 1114 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1116 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1117 middle = tmp;
1169 anywhere = 1; 1118 anywhere = 1;
1170 } 1119 }
1120
1171 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1173 * top 1123 * top
1174 */ 1124 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1126 middle = tmp;
1179 }
1180 } 1127 }
1181 1128
1182 if (tmp == tmp->above) 1129 if (tmp == tmp->above)
1183 { 1130 {
1184 LOG (llevError, "Error in structure of map\n"); 1131 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1166 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1167 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1168 * may be possible for the faces to match but be different objects.
1222 */ 1169 */
1223 if (top == middle) 1170 if (top == middle)
1224 middle = blank_face; 1171 middle = 0;
1225 1172
1226 /* There are three posibilities at this point: 1173 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1230 */ 1177 */
1231 1178
1232 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1180 {
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1181 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1183 break;
1237 1184
1238 /* If two top faces are already set, quit processing */ 1185 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1186 if (top && middle)
1240 break; 1187 break;
1241 1188
1242 /* Only show visible faces */ 1189 /* Only show visible faces */
1243 if (!tmp->invisible) 1190 if (!tmp->invisible)
1244 { 1191 {
1245 /* Fill in top if needed */ 1192 /* Fill in top if needed */
1246 if (top == blank_face) 1193 if (!top)
1247 { 1194 {
1248 top = tmp->face;
1249 top_obj = tmp; 1195 top = tmp;
1250 if (top == middle) 1196 if (top == middle)
1251 middle = blank_face; 1197 middle = 0;
1252 } 1198 }
1253 else 1199 else
1254 { 1200 {
1255 /* top is already set - we should only get here if 1201 /* top is already set - we should only get here if
1256 * middle is not set 1202 * middle is not set
1257 * 1203 *
1258 * Set the middle face and break out, since there is nothing 1204 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1205 * more to fill in. We don't check visiblity here, since
1260 * 1206 *
1261 */ 1207 */
1262 if (tmp->face != top) 1208 if (tmp != top)
1263 { 1209 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1210 middle = tmp;
1266 break; 1211 break;
1267 } 1212 }
1268 } 1213 }
1269 } 1214 }
1270 } 1215 }
1271 1216
1272 if (middle == floor) 1217 if (middle == floor)
1273 middle = blank_face; 1218 middle = 0;
1274 1219
1275 if (top == middle) 1220 if (top == middle)
1276 middle = blank_face; 1221 middle = 0;
1277 1222
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1223#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1224 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1281} 1228}
1282 1229
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1230uint64
1284 * the map. It also takes care of linking back the freshly found 1231mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{ 1232{
1291 maptile *mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1233 uint64 vol = 0;
1292 1234
1293 if (!mp) 1235 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1236 vol += op->volume ();
1295 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1296 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1297 &orig_map->tile_path[tile_num], &orig_map->path);
1298 mp = new maptile (1, 1);
1299 mp->alloc ();
1300 mp->in_memory = MAP_IN_MEMORY;
1301 }
1302 1237
1303 int dest_tile = (tile_num + 2) % 4; 1238 return vol;
1239}
1304 1240
1305 orig_map->tile_map[tile_num] = mp; 1241bool
1242maptile::tile_available (int dir, bool load)
1243{
1244 if (!tile_path[dir])
1245 return 0;
1306 1246
1307 // optimisation: back-link map to origin map if euclidean 1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1308 //TODO: non-euclidean maps MUST GO 1248 return 1;
1309 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1310 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1311 1249
1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251 return 1;
1252
1312 return mp; 1253 return 0;
1313}
1314
1315static inline void
1316load_and_link (maptile *orig_map, int tile_num)
1317{
1318 find_and_link (orig_map, tile_num)->load_sync ();
1319} 1254}
1320 1255
1321/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1322 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1323 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1336 if (!m) 1271 if (!m)
1337 return 0; 1272 return 0;
1338 1273
1339 if (x < 0) 1274 if (x < 0)
1340 { 1275 {
1341 if (!m->tile_path[3]) 1276 if (!m->tile_available (3))
1342 return 1; 1277 return 1;
1343 1278
1344 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1345 find_and_link (m, 3);
1346
1347 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1279 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1348 } 1280 }
1349 1281
1350 if (x >= m->width) 1282 if (x >= m->width)
1351 { 1283 {
1352 if (!m->tile_path[1]) 1284 if (!m->tile_available (1))
1353 return 1; 1285 return 1;
1354 1286
1355 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1356 find_and_link (m, 1);
1357
1358 return out_of_map (m->tile_map[1], x - m->width, y); 1287 return out_of_map (m->tile_map[1], x - m->width, y);
1359 } 1288 }
1360 1289
1361 if (y < 0) 1290 if (y < 0)
1362 { 1291 {
1363 if (!m->tile_path[0]) 1292 if (!m->tile_available (0))
1364 return 1; 1293 return 1;
1365 1294
1366 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1367 find_and_link (m, 0);
1368
1369 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1295 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1370 } 1296 }
1371 1297
1372 if (y >= m->height) 1298 if (y >= m->height)
1373 { 1299 {
1374 if (!m->tile_path[2]) 1300 if (!m->tile_available (2))
1375 return 1; 1301 return 1;
1376
1377 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1378 find_and_link (m, 2);
1379 1302
1380 return out_of_map (m->tile_map[2], x, y - m->height); 1303 return out_of_map (m->tile_map[2], x, y - m->height);
1381 } 1304 }
1382 1305
1383 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1397maptile * 1320maptile *
1398maptile::xy_find (sint16 &x, sint16 &y) 1321maptile::xy_find (sint16 &x, sint16 &y)
1399{ 1322{
1400 if (x < 0) 1323 if (x < 0)
1401 { 1324 {
1402 if (!tile_path[3]) 1325 if (!tile_available (3))
1403 return 0; 1326 return 0;
1404 1327
1405 find_and_link (this, 3);
1406 x += tile_map[3]->width; 1328 x += tile_map[3]->width;
1407 return tile_map[3]->xy_find (x, y); 1329 return tile_map[3]->xy_find (x, y);
1408 } 1330 }
1409 1331
1410 if (x >= width) 1332 if (x >= width)
1411 { 1333 {
1412 if (!tile_path[1]) 1334 if (!tile_available (1))
1413 return 0; 1335 return 0;
1414 1336
1415 find_and_link (this, 1);
1416 x -= width; 1337 x -= width;
1417 return tile_map[1]->xy_find (x, y); 1338 return tile_map[1]->xy_find (x, y);
1418 } 1339 }
1419 1340
1420 if (y < 0) 1341 if (y < 0)
1421 { 1342 {
1422 if (!tile_path[0]) 1343 if (!tile_available (0))
1423 return 0; 1344 return 0;
1424 1345
1425 find_and_link (this, 0);
1426 y += tile_map[0]->height; 1346 y += tile_map[0]->height;
1427 return tile_map[0]->xy_find (x, y); 1347 return tile_map[0]->xy_find (x, y);
1428 } 1348 }
1429 1349
1430 if (y >= height) 1350 if (y >= height)
1431 { 1351 {
1432 if (!tile_path[2]) 1352 if (!tile_available (2))
1433 return 0; 1353 return 0;
1434 1354
1435 find_and_link (this, 2);
1436 y -= height; 1355 y -= height;
1437 return tile_map[2]->xy_find (x, y); 1356 return tile_map[2]->xy_find (x, y);
1438 } 1357 }
1439 1358
1440 /* Simple case - coordinates are within this local 1359 /* Simple case - coordinates are within this local
1445 1364
1446/** 1365/**
1447 * Return whether map2 is adjacent to map1. If so, store the distance from 1366 * Return whether map2 is adjacent to map1. If so, store the distance from
1448 * map1 to map2 in dx/dy. 1367 * map1 to map2 in dx/dy.
1449 */ 1368 */
1450static int 1369int
1451adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1370adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1452{ 1371{
1453 if (!map1 || !map2) 1372 if (!map1 || !map2)
1454 return 0; 1373 return 0;
1455 1374
1456 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1375 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1457 //fix: compare paths instead (this is likely faster, too!) 1376 //fix: compare paths instead (this is likely faster, too!)
1458 if (map1 == map2) 1377 if (map1 == map2)
1459 { 1378 {
1460 *dx = 0; 1379 *dx = 0;
1461 *dy = 0; 1380 *dy = 0;
1546/* From map.c 1465/* From map.c
1547 * This is used by get_player to determine where the other 1466 * This is used by get_player to determine where the other
1548 * creature is. get_rangevector takes into account map tiling, 1467 * creature is. get_rangevector takes into account map tiling,
1549 * so you just can not look the the map coordinates and get the 1468 * so you just can not look the the map coordinates and get the
1550 * righte value. distance_x/y are distance away, which 1469 * righte value. distance_x/y are distance away, which
1551 * can be negativbe. direction is the crossfire direction scheme 1470 * can be negative. direction is the crossfire direction scheme
1552 * that the creature should head. part is the part of the 1471 * that the creature should head. part is the part of the
1553 * monster that is closest. 1472 * monster that is closest.
1554 * 1473 *
1555 * get_rangevector looks at op1 and op2, and fills in the 1474 * get_rangevector looks at op1 and op2, and fills in the
1556 * structure for op1 to get to op2. 1475 * structure for op1 to get to op2.
1567get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1486get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1568{ 1487{
1569 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1488 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1570 { 1489 {
1571 /* be conservative and fill in _some_ data */ 1490 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1491 retval->distance = 10000;
1573 retval->distance_x = 32767; 1492 retval->distance_x = 10000;
1574 retval->distance_y = 32767; 1493 retval->distance_y = 10000;
1575 retval->direction = 0; 1494 retval->direction = 0;
1576 retval->part = 0; 1495 retval->part = 0;
1577 } 1496 }
1578 else 1497 else
1579 { 1498 {
1584 1503
1585 best = op1; 1504 best = op1;
1586 /* If this is multipart, find the closest part now */ 1505 /* If this is multipart, find the closest part now */
1587 if (!(flags & 0x1) && op1->more) 1506 if (!(flags & 0x1) && op1->more)
1588 { 1507 {
1589 object *tmp;
1590 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1508 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1591 1509
1592 /* we just take the offset of the piece to head to figure 1510 /* we just take the offset of the piece to head to figure
1593 * distance instead of doing all that work above again 1511 * distance instead of doing all that work above again
1594 * since the distance fields we set above are positive in the 1512 * since the distance fields we set above are positive in the
1595 * same axis as is used for multipart objects, the simply arithmetic 1513 * same axis as is used for multipart objects, the simply arithmetic
1596 * below works. 1514 * below works.
1597 */ 1515 */
1598 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1599 { 1517 {
1600 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1518 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1601 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1519 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1602 if (tmpi < best_distance) 1520 if (tmpi < best_distance)
1603 { 1521 {
1604 best_distance = tmpi; 1522 best_distance = tmpi;
1605 best = tmp; 1523 best = tmp;
1606 } 1524 }
1607 } 1525 }
1526
1608 if (best != op1) 1527 if (best != op1)
1609 { 1528 {
1610 retval->distance_x += op1->x - best->x; 1529 retval->distance_x += op1->x - best->x;
1611 retval->distance_y += op1->y - best->y; 1530 retval->distance_y += op1->y - best->y;
1612 } 1531 }
1613 } 1532 }
1533
1614 retval->part = best; 1534 retval->part = best;
1615 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1616 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1617 } 1537 }
1618} 1538}
1619 1539
1620/* this is basically the same as get_rangevector above, but instead of 1540/* this is basically the same as get_rangevector above, but instead of
1625 * flags has no meaning for this function at this time - I kept it in to 1545 * flags has no meaning for this function at this time - I kept it in to
1626 * be more consistant with the above function and also in case they are needed 1546 * be more consistant with the above function and also in case they are needed
1627 * for something in the future. Also, since no object is pasted, the best 1547 * for something in the future. Also, since no object is pasted, the best
1628 * field of the rv_vector is set to NULL. 1548 * field of the rv_vector is set to NULL.
1629 */ 1549 */
1630
1631void 1550void
1632get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1551get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1633{ 1552{
1634 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1553 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1635 { 1554 {
1636 /* be conservative and fill in _some_ data */ 1555 /* be conservative and fill in _some_ data */
1637 retval->distance = 100000; 1556 retval->distance = 100000;
1644 { 1563 {
1645 retval->distance_x += op2->x - x; 1564 retval->distance_x += op2->x - x;
1646 retval->distance_y += op2->y - y; 1565 retval->distance_y += op2->y - y;
1647 1566
1648 retval->part = NULL; 1567 retval->part = NULL;
1649 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1568 retval->distance = idistance (retval->distance_x, retval->distance_y);
1650 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1569 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1651 } 1570 }
1652} 1571}
1653 1572
1654/* Returns true of op1 and op2 are effectively on the same map 1573/* Returns true of op1 and op2 are effectively on the same map
1668} 1587}
1669 1588
1670object * 1589object *
1671maptile::insert (object *op, int x, int y, object *originator, int flags) 1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1672{ 1591{
1673 if (!op->flag [FLAG_REMOVED])
1674 op->remove ();
1675
1676 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1677} 1593}
1678 1594
1595region *
1596maptile::region (int x, int y) const
1597{
1598 if (regions
1599 && regionmap
1600 && !OUT_OF_REAL_MAP (this, x, y))
1601 if (struct region *reg = regionmap [regions [y * width + x]])
1602 return reg;
1603
1604 if (default_region)
1605 return default_region;
1606
1607 return ::region::default_region ();
1608}
1609
1610/* picks a random object from a style map.
1611 */
1612object *
1613maptile::pick_random_object (rand_gen &gen) const
1614{
1615 /* while returning a null object will result in a crash, that
1616 * is actually preferable to an infinite loop. That is because
1617 * most servers will automatically restart in case of crash.
1618 * Change the logic on getting the random space - shouldn't make
1619 * any difference, but this seems clearer to me.
1620 */
1621 for (int i = 1000; --i;)
1622 {
1623 object *pick = at (gen (width), gen (height)).bot;
1624
1625 // do not prefer big monsters just because they are big.
1626 if (pick && pick->is_head ())
1627 return pick->head_ ();
1628 }
1629
1630 // instead of crashing in the unlikely(?) case, try to return *something*
1631 return archetype::find ("bug");
1632}
1633
1634void
1635maptile::play_sound (faceidx sound, int x, int y) const
1636{
1637 if (!sound)
1638 return;
1639
1640 for_all_players (pl)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns)
1643 {
1644 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y;
1646
1647 int distance = idistance (dx, dy);
1648
1649 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy);
1651 }
1652}
1653

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