ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.66 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.113 by root, Fri Jul 13 15:54:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
29 30
30#include "path.h" 31#include "path.h"
31 32
32/* 33/*
33 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 67 char *endbuf;
67 struct stat statbuf; 68 struct stat statbuf;
68 int mode = 0; 69 int mode = 0;
69 70
70 if (prepend_dir) 71 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
72 else 73 else
73 strcpy (buf, name); 74 assign (buf, name);
74 75
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
78 * all the names. 79 * all the names.
172 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
173 */ 174 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 176 return 0;
176 177
177 if (ob->head != NULL)
178 ob = ob->head; 178 ob = ob->head_ ();
179 179
180 /* We basically go through the stack of objects, and if there is 180 /* 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 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
213 else 213 else
214 { 214 {
215 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
217 * movement, can't move here. 217 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
219 * hidden dm 219 * hidden dm
220 */ 220 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 229 return 1;
226 } 230 }
227 231
228 } 232 }
229 return 0; 233 return 0;
230} 234}
231
232 235
233/* 236/*
234 * Returns true if the given object can't fit in the given spot. 237 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 238 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
272 275
273 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
275 } 278 }
276 279
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 281 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 283
281 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 287 return P_IS_ALIVE;
343} 346}
344 347
345/* link_multipart_objects go through all the objects on the map looking 348/* 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 349 * 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 350 * 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 351 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 352 */
351void 353void
352maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
353{ 355{
354 if (!spaces) 356 if (!spaces)
355 return; 357 return;
356 358
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
359 { 363 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 365 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 { 366 {
374 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
375 369
376 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 372 // 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); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
391 } 377 }
378 else
379 op = op->above;
392 } 380 }
393
394 tmp = above;
395 } 381 }
396} 382}
397 383
398/* 384/*
399 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 386 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 387 */
403bool 388bool
404maptile::load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
405{ 390{
406 int unique; 391 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 { 392 {
414 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 394
416 * or editor will not be able to do anything with it either. 395 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 396 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
421 continue; 398 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 399 {
426 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
428 405
429 if (op->inv) 406 continue;
430 sum_weight (op);
431 407
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 408 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
437 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
438 break; 414 break;
439 } 415 }
440 416
441 op = object::create (); 417 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 } 418 }
462#endif
463 419
464 return true; 420 return true;
465} 421}
466 422
467void 423void
468maptile::activate () 424maptile::activate ()
469{ 425{
426 active = true;
427
470 if (!spaces) 428 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 431 op->activate_recursive ();
476} 432}
477 433
478void 434void
479maptile::deactivate () 435maptile::deactivate ()
480{ 436{
437 active = false;
438
481 if (!spaces) 439 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 442 op->deactivate_recursive ();
487} 443}
488 444
489bool 445bool
490maptile::save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
491{ 447{
492 static int cede_count = 0; 448 coroapi::cede_to_tick ();
493 449
494 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
495 save_header (freezer); 451 _save_header (f);
496 452
497 if (!spaces) 453 if (!spaces)
498 return false; 454 return false;
499 455
500 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
501 { 457 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 458 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
510 { 460 {
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]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 462 unique = 1;
516 463
517 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
518 continue; 465 continue;
519 466
520 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
521 { 468 {
522 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 470 op->write (f);
524 } 471 }
525 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 473 op->write (f);
527 } 474 }
528 } 475 }
529 476
477 coroapi::cede_to_tick ();
478
530 return true; 479 return true;
531} 480}
532 481
533bool 482bool
534maptile::load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
535{ 484{
536 object_thawer thawer (path); 485 object_thawer f (path);
537 486
538 if (!thawer) 487 if (!f)
539 return false; 488 return false;
489
490 f.next ();
540 491
541 if (skip_header) 492 if (skip_header)
542 for (;;) 493 for (;;)
543 { 494 {
544 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
545 496 f.skip ();
546 if (kw == KW_end) 497 if (kw == KW_end)
547 break; 498 break;
548
549 thawer.skip_kv (kw);
550 } 499 }
551 500
552 return load_objects (thawer); 501 return _load_objects (f);
553} 502}
554 503
555bool 504bool
556maptile::save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
557{ 506{
558 object_freezer freezer; 507 object_freezer freezer;
559 508
560 if (!save_objects (freezer, flags)) 509 if (!_save_objects (freezer, flags))
561 return false; 510 return false;
562 511
563 return freezer.save (path); 512 return freezer.save (path);
564} 513}
565 514
566maptile::maptile () 515maptile::maptile ()
567{ 516{
568 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
569 518
570 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
572 */ 521 */
573 width = 16; 522 width = 16;
574 height = 16; 523 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 524 timeout = 300;
577 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 526 max_volume = 2000000; // 2m³
579} 527}
580 528
581maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
582{ 530{
583 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 677 * 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. 678 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 679 * MSW 2001-07-01
732 */ 680 */
733bool 681bool
734maptile::load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
735{ 683{
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 (;;) 684 for (;;)
741 { 685 {
742 keyword kw = thawer.get_kv (); 686 thawer.next ();
743 687
744 switch (kw) 688 switch (thawer.kw)
745 { 689 {
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: 690 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
755 break; 692 break;
756 693
757 case KW_lore: // CF+ extension 694 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
790 727
791 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
793 731
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 734
797 // old names new names 735 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 736 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; 737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 750
751 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
755 case KW_end:
756 return true;
757
813 default: 758 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 759 if (!thawer.parse_error ("map", 0))
760 return false;
815 break; 761 break;
816 } 762 }
817 } 763 }
818 764
819 abort (); 765 abort ();
820} 766}
821 767
822bool 768bool
823maptile::load_header (const char *path) 769maptile::_load_header (const char *path)
824{ 770{
825 object_thawer thawer (path); 771 object_thawer thawer (path);
826 772
827 if (!thawer) 773 if (!thawer)
828 return false; 774 return false;
829 775
830 return load_header (thawer); 776 return _load_header (thawer);
831} 777}
832 778
833/****************************************************************************** 779/******************************************************************************
834 * This is the start of unique map handling code 780 * This is the start of unique map handling code
835 *****************************************************************************/ 781 *****************************************************************************/
846 object *above = op->above; 792 object *above = op->above;
847 793
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 795 unique = 1;
850 796
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 798 {
853 op->destroy_inv (false); 799 op->destroy_inv (false);
854 op->destroy (); 800 op->destroy ();
855 } 801 }
856 802
858 } 804 }
859 } 805 }
860} 806}
861 807
862bool 808bool
863maptile::save_header (object_freezer &freezer) 809maptile::_save_header (object_freezer &freezer)
864{ 810{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 811#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 812#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 813
868 MAP_OUT2 (arch, "map"); 814 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 816 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 817 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 818 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 819 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 822 MAP_OUT (difficulty);
876 823
877 if (region) MAP_OUT2 (region, region->name); 824 if (default_region) MAP_OUT2 (region, default_region->name);
878 825
879 if (shopitems) 826 if (shopitems)
880 { 827 {
881 char shop[MAX_BUF]; 828 char shop[MAX_BUF];
882 print_shop_string (this, shop); 829 print_shop_string (this, shop);
917 864
918 return true; 865 return true;
919} 866}
920 867
921bool 868bool
922maptile::save_header (const char *path) 869maptile::_save_header (const char *path)
923{ 870{
924 object_freezer freezer; 871 object_freezer freezer;
925 872
926 if (!save_header (freezer)) 873 if (!_save_header (freezer))
927 return false; 874 return false;
928 875
929 return freezer.save (path); 876 return freezer.save (path);
930} 877}
931 878
933 * Remove and free all objects in the given map. 880 * Remove and free all objects in the given map.
934 */ 881 */
935void 882void
936maptile::clear () 883maptile::clear ()
937{ 884{
885 sfree (regions, size ()); regions = 0;
886 delete [] regionmap; regionmap = 0;
887
938 if (!spaces) 888 if (spaces)
939 return; 889 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 891 while (object *op = ms->bot)
943 { 892 {
944 if (op->head)
945 op = op->head; 893 op = op->head_ ();
946
947 op->destroy_inv (false); 894 op->destroy_inv (false);
948 op->destroy (); 895 op->destroy ();
949 } 896 }
950 897
951 sfree (spaces, size ()), spaces = 0; 898 sfree (spaces, size ()), spaces = 0;
899 }
952 900
953 if (buttons) 901 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 902 free_objectlinkpt (buttons), buttons = 0;
955} 903}
956 904
989maptile::do_destroy () 937maptile::do_destroy ()
990{ 938{
991 attachable::do_destroy (); 939 attachable::do_destroy ();
992 940
993 clear (); 941 clear ();
942}
943
944/* decay and destroy perishable items in a map */
945void
946maptile::do_decay_objects ()
947{
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
994} 1010}
995 1011
996/* 1012/*
997 * Updates every button on the map (by calling update_button() for them). 1013 * Updates every button on the map (by calling update_button() for them).
998 */ 1014 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 1063 {
1048 total_exp += op->stats.exp; 1064 total_exp += op->stats.exp;
1049 1065
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 1067 total_exp += at->stats.exp * 8;
1052 1068
1053 monster_cnt++; 1069 monster_cnt++;
1054 } 1070 }
1055 } 1071 }
1056 1072
1110 */ 1126 */
1111void 1127void
1112mapspace::update_ () 1128mapspace::update_ ()
1113{ 1129{
1114 object *tmp, *last = 0; 1130 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1131 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; 1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1133
1120 middle = blank_face; 1134 //object *middle = 0;
1121 top = blank_face; 1135 //object *top = 0;
1122 floor = blank_face; 1136 //object *floor = 0;
1123 1137 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1138 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1139 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1140 object *&floor = faces_obj[2] = 0;
1127 1141
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1143 {
1130 /* This could be made additive I guess (two lights better than 1144 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1145 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1158 * Always put the player down for drawing.
1145 */ 1159 */
1146 if (!tmp->invisible) 1160 if (!tmp->invisible)
1147 { 1161 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1163 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1165 {
1155 /* If we got a floor, that means middle and top were below it, 1166 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1167 * so should not be visible, so we clear them.
1157 */ 1168 */
1158 middle = blank_face; 1169 middle = 0;
1159 top = blank_face; 1170 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1171 floor = tmp;
1162 } 1172 }
1163 /* Flag anywhere have high priority */ 1173 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1175 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1176 middle = tmp;
1169 anywhere = 1; 1177 anywhere = 1;
1170 } 1178 }
1171 /* Find the highest visible face around. If equal 1179 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1180 * visibilities, we still want the one nearer to the
1173 * top 1181 * top
1174 */ 1182 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1184 middle = tmp;
1179 }
1180 } 1185 }
1181 1186
1182 if (tmp == tmp->above) 1187 if (tmp == tmp->above)
1183 { 1188 {
1184 LOG (llevError, "Error in structure of map\n"); 1189 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1224 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1225 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1226 * may be possible for the faces to match but be different objects.
1222 */ 1227 */
1223 if (top == middle) 1228 if (top == middle)
1224 middle = blank_face; 1229 middle = 0;
1225 1230
1226 /* There are three posibilities at this point: 1231 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1232 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1233 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1234 * 3) neither middle or top is set - need to set both.
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1239 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1241 break;
1237 1242
1238 /* If two top faces are already set, quit processing */ 1243 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1244 if (top && middle)
1240 break; 1245 break;
1241 1246
1242 /* Only show visible faces, unless its the editor - show all */ 1247 /* Only show visible faces */
1243 if (!tmp->invisible || editor) 1248 if (!tmp->invisible)
1244 { 1249 {
1245 /* Fill in top if needed */ 1250 /* Fill in top if needed */
1246 if (top == blank_face) 1251 if (!top)
1247 { 1252 {
1248 top = tmp->face;
1249 top_obj = tmp; 1253 top = tmp;
1250 if (top == middle) 1254 if (top == middle)
1251 middle = blank_face; 1255 middle = 0;
1252 } 1256 }
1253 else 1257 else
1254 { 1258 {
1255 /* top is already set - we should only get here if 1259 /* top is already set - we should only get here if
1256 * middle is not set 1260 * middle is not set
1257 * 1261 *
1258 * Set the middle face and break out, since there is nothing 1262 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1263 * more to fill in. We don't check visiblity here, since
1260 * 1264 *
1261 */ 1265 */
1262 if (tmp->face != top) 1266 if (tmp != top)
1263 { 1267 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1268 middle = tmp;
1266 break; 1269 break;
1267 } 1270 }
1268 } 1271 }
1269 } 1272 }
1270 } 1273 }
1271 1274
1272 if (middle == floor) 1275 if (middle == floor)
1273 middle = blank_face; 1276 middle = 0;
1274 1277
1275 if (top == middle) 1278 if (top == middle)
1276 middle = blank_face; 1279 middle = 0;
1277 1280
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1281#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1282 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1283 faces_obj [1] = middle;
1284 faces_obj [2] = floor;
1285#endif
1281} 1286}
1282 1287
1288uint64
1289mapspace::volume () const
1290{
1291 uint64 vol = 0;
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1297}
1298
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1299/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly loaded 1300 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns 1301 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. It really only does this 1302 * the value of orig_map->tile_map[tile_num].
1287 * so that it is easier for calling functions to verify success.
1288 */ 1303 */
1289static maptile * 1304static inline maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num) 1305find_and_link (maptile *orig_map, int tile_num)
1291{ 1306{
1307 maptile *mp = orig_map->tile_map [tile_num];
1308
1309 if (!mp)
1310 {
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1311 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293 1312
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1313 if (!mp)
1295 { 1314 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1315 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1316 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path); 1317 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1); 1318 mp = new maptile (1, 1);
1300 mp->alloc (); 1319 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY; 1320 mp->in_memory = MAP_IN_MEMORY;
1321 }
1302 } 1322 }
1303 1323
1304 int dest_tile = (tile_num + 2) % 4; 1324 int dest_tile = (tile_num + 2) % 4;
1305 1325
1306 orig_map->tile_map[tile_num] = mp; 1326 orig_map->tile_map [tile_num] = mp;
1307 1327
1308 // optimisation: back-link map to origin map if euclidean 1328 // optimisation: back-link map to origin map if euclidean
1309 //TODO: non-euclidean maps MUST GO 1329 //TODO: non-euclidean maps MUST GO
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1330 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1331 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312 1332
1313 return mp; 1333 return mp;
1334}
1335
1336static inline void
1337load_and_link (maptile *orig_map, int tile_num)
1338{
1339 find_and_link (orig_map, tile_num)->load_sync ();
1314} 1340}
1315 1341
1316/* this returns TRUE if the coordinates (x,y) are out of 1342/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1343 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1344 * tiling considerations, loading adjacant maps as needed.
1335 { 1361 {
1336 if (!m->tile_path[3]) 1362 if (!m->tile_path[3])
1337 return 1; 1363 return 1;
1338 1364
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1365 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3); 1366 find_and_link (m, 3);
1341 1367
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1368 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 } 1369 }
1344 1370
1345 if (x >= m->width) 1371 if (x >= m->width)
1346 { 1372 {
1347 if (!m->tile_path[1]) 1373 if (!m->tile_path[1])
1348 return 1; 1374 return 1;
1349 1375
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1376 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1); 1377 find_and_link (m, 1);
1352 1378
1353 return out_of_map (m->tile_map[1], x - m->width, y); 1379 return out_of_map (m->tile_map[1], x - m->width, y);
1354 } 1380 }
1355 1381
1356 if (y < 0) 1382 if (y < 0)
1357 { 1383 {
1358 if (!m->tile_path[0]) 1384 if (!m->tile_path[0])
1359 return 1; 1385 return 1;
1360 1386
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1387 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0); 1388 find_and_link (m, 0);
1363 1389
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1390 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 } 1391 }
1366 1392
1367 if (y >= m->height) 1393 if (y >= m->height)
1368 { 1394 {
1369 if (!m->tile_path[2]) 1395 if (!m->tile_path[2])
1370 return 1; 1396 return 1;
1371 1397
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1398 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2); 1399 find_and_link (m, 2);
1374 1400
1375 return out_of_map (m->tile_map[2], x, y - m->height); 1401 return out_of_map (m->tile_map[2], x, y - m->height);
1376 } 1402 }
1377 1403
1378 /* Simple case - coordinates are within this local 1404 /* Simple case - coordinates are within this local
1388 * updates x and y to be the localised coordinates. 1414 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1415 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1416 * and then figuring out what the real map is
1391 */ 1417 */
1392maptile * 1418maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1419maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1420{
1395 if (*x < 0) 1421 if (x < 0)
1396 { 1422 {
1397 if (!m->tile_path[3]) 1423 if (!tile_path[3])
1398 return 0; 1424 return 0;
1399 1425
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1426 find_and_link (this, 3);
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1427 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1428 return tile_map[3]->xy_find (x, y);
1405 } 1429 }
1406 1430
1407 if (*x >= m->width) 1431 if (x >= width)
1408 { 1432 {
1409 if (!m->tile_path[1]) 1433 if (!tile_path[1])
1410 return 0; 1434 return 0;
1411 1435
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1436 find_and_link (this, 1);
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1437 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1438 return tile_map[1]->xy_find (x, y);
1417 } 1439 }
1418 1440
1419 if (*y < 0) 1441 if (y < 0)
1420 { 1442 {
1421 if (!m->tile_path[0]) 1443 if (!tile_path[0])
1422 return 0; 1444 return 0;
1423 1445
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1446 find_and_link (this, 0);
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1447 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1448 return tile_map[0]->xy_find (x, y);
1429 } 1449 }
1430 1450
1431 if (*y >= m->height) 1451 if (y >= height)
1432 { 1452 {
1433 if (!m->tile_path[2]) 1453 if (!tile_path[2])
1434 return 0; 1454 return 0;
1435 1455
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1456 find_and_link (this, 2);
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1457 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1458 return tile_map[2]->xy_find (x, y);
1441 } 1459 }
1442 1460
1443 /* Simple case - coordinates are within this local 1461 /* Simple case - coordinates are within this local
1444 * map. 1462 * map.
1445 */ 1463 */
1446 return m; 1464 return this;
1447} 1465}
1448 1466
1449/** 1467/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1468 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1469 * map1 to map2 in dx/dy.
1452 */ 1470 */
1453static int 1471int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1473{
1456 if (!map1 || !map2) 1474 if (!map1 || !map2)
1457 return 0; 1475 return 0;
1458 1476
1477 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1478 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1479 if (map1 == map2)
1460 { 1480 {
1461 *dx = 0; 1481 *dx = 0;
1462 *dy = 0; 1482 *dy = 0;
1463 } 1483 }
1523 } 1543 }
1524 else 1544 else
1525 return 0; 1545 return 0;
1526 1546
1527 return 1; 1547 return 1;
1548}
1549
1550maptile *
1551maptile::xy_load (sint16 &x, sint16 &y)
1552{
1553 maptile *map = xy_find (x, y);
1554
1555 if (map)
1556 map->load_sync ();
1557
1558 return map;
1559}
1560
1561maptile *
1562get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1563{
1564 return m->xy_load (*x, *y);
1528} 1565}
1529 1566
1530/* From map.c 1567/* From map.c
1531 * This is used by get_player to determine where the other 1568 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1569 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1570 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1571 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1572 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1573 * that the creature should head. part is the part of the
1537 * monster that is closest. 1574 * monster that is closest.
1538 * 1575 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1576 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1577 * structure for op1 to get to op2.
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{ 1589{
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 { 1591 {
1555 /* be conservative and fill in _some_ data */ 1592 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1593 retval->distance = 10000;
1557 retval->distance_x = 32767; 1594 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1595 retval->distance_y = 10000;
1559 retval->direction = 0; 1596 retval->direction = 0;
1560 retval->part = 0; 1597 retval->part = 0;
1561 } 1598 }
1562 else 1599 else
1563 { 1600 {
1568 1605
1569 best = op1; 1606 best = op1;
1570 /* If this is multipart, find the closest part now */ 1607 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1608 if (!(flags & 0x1) && op1->more)
1572 { 1609 {
1573 object *tmp;
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1611
1576 /* we just take the offset of the piece to head to figure 1612 /* we just take the offset of the piece to head to figure
1577 * distance instead of doing all that work above again 1613 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1614 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1615 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1616 * below works.
1581 */ 1617 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1618 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1619 {
1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586 if (tmpi < best_distance) 1622 if (tmpi < best_distance)
1587 { 1623 {
1588 best_distance = tmpi; 1624 best_distance = tmpi;
1589 best = tmp; 1625 best = tmp;
1590 } 1626 }
1591 } 1627 }
1628
1592 if (best != op1) 1629 if (best != op1)
1593 { 1630 {
1594 retval->distance_x += op1->x - best->x; 1631 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1632 retval->distance_y += op1->y - best->y;
1596 } 1633 }
1597 } 1634 }
1635
1598 retval->part = best; 1636 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 } 1639 }
1602} 1640}
1603 1641
1604/* this is basically the same as get_rangevector above, but instead of 1642/* this is basically the same as get_rangevector above, but instead of
1609 * flags has no meaning for this function at this time - I kept it in to 1647 * flags has no meaning for this function at this time - I kept it in to
1610 * be more consistant with the above function and also in case they are needed 1648 * be more consistant with the above function and also in case they are needed
1611 * for something in the future. Also, since no object is pasted, the best 1649 * for something in the future. Also, since no object is pasted, the best
1612 * field of the rv_vector is set to NULL. 1650 * field of the rv_vector is set to NULL.
1613 */ 1651 */
1614
1615void 1652void
1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1653get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617{ 1654{
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 { 1656 {
1620 /* be conservative and fill in _some_ data */ 1657 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1658 retval->distance = 100000;
1628 { 1665 {
1629 retval->distance_x += op2->x - x; 1666 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1667 retval->distance_y += op2->y - y;
1631 1668
1632 retval->part = NULL; 1669 retval->part = NULL;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1670 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 } 1672 }
1636} 1673}
1637 1674
1638/* Returns true of op1 and op2 are effectively on the same map 1675/* Returns true of op1 and op2 are effectively on the same map
1658 op->remove (); 1695 op->remove ();
1659 1696
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1697 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1698}
1662 1699
1700region *
1701maptile::region (int x, int y) const
1702{
1703 if (regions
1704 && regionmap
1705 && !OUT_OF_REAL_MAP (this, x, y))
1706 if (struct region *reg = regionmap [regions [y * width + x]])
1707 return reg;
1708
1709 if (default_region)
1710 return default_region;
1711
1712 return ::region::default_region ();
1713}
1714
1715/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */
1719object *
1720maptile::pick_random_object () const
1721{
1722 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me.
1727 */
1728 for (int i = 1000; --i;)
1729 {
1730 object *pick = at (rndm (width), rndm (height)).bot;
1731
1732 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick)
1734 return pick->head_ ();
1735 }
1736
1737 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked");
1739}
1740

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines