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Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.153 by root, Tue Dec 23 06:58:23 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 27#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 31
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
175 */ 107 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 109 return 0;
178 110
179 if (ob->head != NULL)
180 ob = ob->head; 111 ob = ob->head_ ();
181 112
182 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
215 else 146 else
216 { 147 {
217 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
219 * movement, can't move here. 150 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
221 * hidden dm 152 * hidden dm
222 */ 153 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 155 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 162 return 1;
228 } 163 }
229 164
230 } 165 }
231 return 0; 166 return 0;
232} 167}
233 168
234/* 169/*
235 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
240 * 175 *
241 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
242 * 177 *
243 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
255 * 190 *
256 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
258 * against the move_block values. 193 * against the move_block values.
259 */ 194 */
260int 195bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
262{ 197{
263 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
277 201
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
279 { 203 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 204
282 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 206
284 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 208 return 1;
286 209
287 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
288 211 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 213 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 215 continue;
296 216
297 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
299 */ 219 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
301 return P_NO_PASS; 221 return 1;
302 } 222 }
303 223
304 return 0; 224 return 0;
305} 225}
306 226
324 244
325 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
326 tmp = next; 246 tmp = next;
327 } 247 }
328 248
329 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
330 * carrying. 250 //TODO: remove
331 */ 251 container->update_weight ();
332 sum_weight (container);
333} 252}
334 253
335void 254void
336maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
337{ 256{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
344} 263}
345 264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
277
346/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 282 */
352void 283void
353maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
354{ 285{
355 if (!spaces) 286 if (!spaces)
356 return; 287 return;
357 288
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
360 { 293 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 296 {
375 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
376 299
377 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
392 } 307 }
308 else
309 op = op->above;
393 } 310 }
394
395 tmp = above;
396 } 311 }
397} 312}
398 313
399/* 314/*
400 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 316 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 317 */
404bool 318bool
405maptile::_load_objects (object_thawer &thawer) 319maptile::_load_objects (object_thawer &f)
406{ 320{
407 int unique; 321 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 322 {
415 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 324
417 * or editor will not be able to do anything with it either. 325 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 326 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
422 continue; 362 continue;
423 }
424 363
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 364 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 365 return true;
438 op->head = prev, last_more->more = op, last_more = op; 366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
439 break; 370 break;
440 } 371 }
441 372
442 op = object::create (); 373 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 374 }
463#endif
464 375
465 return true; 376 return true;
466} 377}
467 378
468void 379void
469maptile::activate () 380maptile::activate ()
470{ 381{
471 if (!spaces) 382 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 385 op->activate_recursive ();
477} 386}
478 387
479void 388void
480maptile::deactivate () 389maptile::deactivate ()
481{ 390{
482 if (!spaces) 391 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 394 op->deactivate_recursive ();
488} 395}
489 396
490bool 397bool
491maptile::_save_objects (object_freezer &freezer, int flags) 398maptile::_save_objects (object_freezer &f, int flags)
492{ 399{
493 static int cede_count = 0; 400 coroapi::cede_to_tick ();
494 401
495 if (flags & IO_HEADER) 402 if (flags & IO_HEADER)
496 _save_header (freezer); 403 _save_header (f);
497 404
498 if (!spaces) 405 if (!spaces)
499 return false; 406 return false;
500 407
501 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
502 { 409 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 410 bool unique = 0;
411
512 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
513 { 413 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 415
520 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
521 continue; 417 continue;
522 418
523 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 420 {
525 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 422 op->write (f);
527 } 423 }
528 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 425 op->write (f);
530 } 426 }
531 } 427 }
532 428
429 coroapi::cede_to_tick ();
430
533 return true; 431 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 if (thawer.kw == KW_end)
548 break;
549
550 thawer.skip_kv ();
551 }
552
553 return _load_objects (thawer);
554} 432}
555 433
556bool 434bool
557maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
558{ 436{
733bool 611bool
734maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
735{ 613{
736 for (;;) 614 for (;;)
737 { 615 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 616 switch (thawer.kw)
741 { 617 {
742 case KW_msg: 618 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
744 break; 620 break;
745 621
777 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
779 655
780 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
782 660
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 663
786 // old names new names 664 // old names new names
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
802 case KW_end: 684 case KW_end:
685 thawer.next ();
803 return true; 686 return true;
804 687
805 default: 688 default:
806 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
807 return false; 690 return false;
808 break; 691 break;
809 } 692 }
693
694 thawer.next ();
810 } 695 }
811 696
812 abort (); 697 abort ();
813}
814
815bool
816maptile::_load_header (const char *path)
817{
818 object_thawer thawer (path);
819
820 if (!thawer)
821 return false;
822
823 return _load_header (thawer);
824} 698}
825 699
826/****************************************************************************** 700/******************************************************************************
827 * This is the start of unique map handling code 701 * This is the start of unique map handling code
828 *****************************************************************************/ 702 *****************************************************************************/
839 object *above = op->above; 713 object *above = op->above;
840 714
841 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
842 unique = 1; 716 unique = 1;
843 717
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845 {
846 op->destroy_inv (false);
847 op->destroy (); 719 op->destroy ();
848 }
849 720
850 op = above; 721 op = above;
851 } 722 }
852 } 723 }
853} 724}
863 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
868 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
869 742
870 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
871 744
872 if (shopitems) 745 if (shopitems)
926 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
927 */ 800 */
928void 801void
929maptile::clear () 802maptile::clear ()
930{ 803{
931 sfree (regions, size ()), regions = 0;
932 free (regionmap), regionmap = 0;
933
934 if (spaces) 804 if (spaces)
935 { 805 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 807 while (object *op = ms->bot)
938 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
939 if (op->head) 816 if (op == head)
940 op = op->head;
941
942 op->destroy_inv (false);
943 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
944 } 823 }
945 824
946 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
947 } 826 }
948 827
949 if (buttons) 828 if (buttons)
950 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
951} 833}
952 834
953void 835void
954maptile::clear_header () 836maptile::clear_header ()
955{ 837{
985maptile::do_destroy () 867maptile::do_destroy ()
986{ 868{
987 attachable::do_destroy (); 869 attachable::do_destroy ();
988 870
989 clear (); 871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
938 }
990} 939}
991 940
992/* 941/*
993 * Updates every button on the map (by calling update_button() for them). 942 * Updates every button on the map (by calling update_button() for them).
994 */ 943 */
1016/* 965/*
1017 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
1018 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1019 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
1020 * 969 *
1021 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
1022 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
1023 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1024 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1025 */ 974 */
1026int 975int
1027maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
1028{ 977{
1029 long monster_cnt = 0; 978 long monster_cnt = 0;
1041 990
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043 { 992 {
1044 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1045 994
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
1047 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1048
1049 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1050 } 1006 }
1051 } 1007 }
1052 1008
1053 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1054 1010
1093 else 1049 else
1094 darkness = new_level; 1050 darkness = new_level;
1095 1051
1096 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1097 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1098 return 1; 1055 return 1;
1099} 1056}
1100 1057
1101/* 1058/*
1102 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1105 * through, etc) 1062 * through, etc)
1106 */ 1063 */
1107void 1064void
1108mapspace::update_ () 1065mapspace::update_ ()
1109{ 1066{
1110 object *tmp, *last = 0; 1067 object *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1112 facetile *top, *floor, *middle; 1069 sint8 light = 0;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1071
1116 middle = blank_face; 1072 //object *middle = 0;
1117 top = blank_face; 1073 //object *top = 0;
1118 floor = blank_face; 1074 //object *floor = 0;
1075 // this seems to generate better code than using locals, above
1076 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0;
1119 1079
1120 middle_obj = 0;
1121 top_obj = 0;
1122 floor_obj = 0;
1123
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1081 {
1126 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1127 * one). But if so, it shouldn't be a simple additive - 2
1128 * light bulbs do not illuminate twice as far as once since
1129 * it is a dissapation factor that is cubed.
1130 */
1131 if (tmp->glow_radius > light)
1132 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1133 1084
1134 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1135 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1136 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1137 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1140 * Always put the player down for drawing. 1091 * Always put the player down for drawing.
1141 */ 1092 */
1142 if (!tmp->invisible) 1093 if (!tmp->invisible)
1143 { 1094 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1095 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1096 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1097 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1098 {
1151 /* If we got a floor, that means middle and top were below it, 1099 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1100 * so should not be visible, so we clear them.
1153 */ 1101 */
1154 middle = blank_face; 1102 middle = 0;
1155 top = blank_face; 1103 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1104 floor = tmp;
1158 } 1105 }
1159 /* Flag anywhere have high priority */ 1106 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1108 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1109 middle = tmp;
1165 anywhere = 1; 1110 anywhere = 1;
1166 } 1111 }
1112
1167 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1169 * top 1115 * top
1170 */ 1116 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1118 middle = tmp;
1175 }
1176 } 1119 }
1177 1120
1178 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1179 { 1122 {
1180 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1193 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1194 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1195 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1196 } 1139 }
1197 1140
1198 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1199 this->flags_ = flags; 1142 this->flags_ = flags;
1200 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1201 this->move_on = move_on; 1144 this->move_on = move_on;
1202 this->move_off = move_off; 1145 this->move_off = move_off;
1203 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1215 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
1218 */ 1161 */
1219 if (top == middle) 1162 if (top == middle)
1220 middle = blank_face; 1163 middle = 0;
1221 1164
1222 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1226 */ 1169 */
1227 1170
1228 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1229 { 1172 {
1230 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1175 break;
1233 1176
1234 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1236 break; 1179 break;
1237 1180
1238 /* Only show visible faces */ 1181 /* Only show visible faces */
1239 if (!tmp->invisible) 1182 if (!tmp->invisible)
1240 { 1183 {
1241 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1242 if (top == blank_face) 1185 if (!top)
1243 { 1186 {
1244 top = tmp->face;
1245 top_obj = tmp; 1187 top = tmp;
1246 if (top == middle) 1188 if (top == middle)
1247 middle = blank_face; 1189 middle = 0;
1248 } 1190 }
1249 else 1191 else
1250 { 1192 {
1251 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1252 * middle is not set 1194 * middle is not set
1253 * 1195 *
1254 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1256 * 1198 *
1257 */ 1199 */
1258 if (tmp->face != top) 1200 if (tmp != top)
1259 { 1201 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1202 middle = tmp;
1262 break; 1203 break;
1263 } 1204 }
1264 } 1205 }
1265 } 1206 }
1266 } 1207 }
1267 1208
1268 if (middle == floor) 1209 if (middle == floor)
1269 middle = blank_face; 1210 middle = 0;
1270 1211
1271 if (top == middle) 1212 if (top == middle)
1272 middle = blank_face; 1213 middle = 0;
1273 1214
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1277} 1220}
1278 1221
1279uint64 1222uint64
1280mapspace::volume () const 1223mapspace::volume () const
1281{ 1224{
1285 vol += op->volume (); 1228 vol += op->volume ();
1286 1229
1287 return vol; 1230 return vol;
1288} 1231}
1289 1232
1290/* this updates the orig_map->tile_map[tile_num] value after finding 1233bool
1291 * the map. It also takes care of linking back the freshly found 1234maptile::tile_available (int dir, bool load)
1292 * maps tile_map values if it tiles back to this one. It returns
1293 * the value of orig_map->tile_map[tile_num].
1294 */
1295static inline maptile *
1296find_and_link (maptile *orig_map, int tile_num)
1297{ 1235{
1298 maptile *mp = orig_map->tile_map [tile_num]; 1236 if (!tile_path[dir])
1237 return 0;
1299 1238
1300 if (!mp) 1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1301 { 1240 return 1;
1302 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1303 1241
1304 if (!mp) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1305 { 1243 return 1;
1306 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1307 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1308 &orig_map->tile_path[tile_num], &orig_map->path);
1309 mp = new maptile (1, 1);
1310 mp->alloc ();
1311 mp->in_memory = MAP_IN_MEMORY;
1312 }
1313 }
1314 1244
1315 int dest_tile = (tile_num + 2) % 4;
1316
1317 orig_map->tile_map [tile_num] = mp;
1318
1319 // optimisation: back-link map to origin map if euclidean
1320 //TODO: non-euclidean maps MUST GO
1321 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1322 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1323
1324 return mp; 1245 return 0;
1325}
1326
1327static inline void
1328load_and_link (maptile *orig_map, int tile_num)
1329{
1330 find_and_link (orig_map, tile_num)->load_sync ();
1331} 1246}
1332 1247
1333/* this returns TRUE if the coordinates (x,y) are out of 1248/* this returns TRUE if the coordinates (x,y) are out of
1334 * map m. This function also takes into account any 1249 * map m. This function also takes into account any
1335 * tiling considerations, loading adjacant maps as needed. 1250 * tiling considerations, loading adjacant maps as needed.
1348 if (!m) 1263 if (!m)
1349 return 0; 1264 return 0;
1350 1265
1351 if (x < 0) 1266 if (x < 0)
1352 { 1267 {
1353 if (!m->tile_path[3]) 1268 if (!m->tile_available (3))
1354 return 1; 1269 return 1;
1355 1270
1356 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1357 find_and_link (m, 3);
1358
1359 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1271 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1360 } 1272 }
1361 1273
1362 if (x >= m->width) 1274 if (x >= m->width)
1363 { 1275 {
1364 if (!m->tile_path[1]) 1276 if (!m->tile_available (1))
1365 return 1; 1277 return 1;
1366 1278
1367 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1368 find_and_link (m, 1);
1369
1370 return out_of_map (m->tile_map[1], x - m->width, y); 1279 return out_of_map (m->tile_map[1], x - m->width, y);
1371 } 1280 }
1372 1281
1373 if (y < 0) 1282 if (y < 0)
1374 { 1283 {
1375 if (!m->tile_path[0]) 1284 if (!m->tile_available (0))
1376 return 1; 1285 return 1;
1377 1286
1378 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1379 find_and_link (m, 0);
1380
1381 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1287 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1382 } 1288 }
1383 1289
1384 if (y >= m->height) 1290 if (y >= m->height)
1385 { 1291 {
1386 if (!m->tile_path[2]) 1292 if (!m->tile_available (2))
1387 return 1; 1293 return 1;
1388
1389 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1390 find_and_link (m, 2);
1391 1294
1392 return out_of_map (m->tile_map[2], x, y - m->height); 1295 return out_of_map (m->tile_map[2], x, y - m->height);
1393 } 1296 }
1394 1297
1395 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1409maptile * 1312maptile *
1410maptile::xy_find (sint16 &x, sint16 &y) 1313maptile::xy_find (sint16 &x, sint16 &y)
1411{ 1314{
1412 if (x < 0) 1315 if (x < 0)
1413 { 1316 {
1414 if (!tile_path[3]) 1317 if (!tile_available (3))
1415 return 0; 1318 return 0;
1416 1319
1417 find_and_link (this, 3);
1418 x += tile_map[3]->width; 1320 x += tile_map[3]->width;
1419 return tile_map[3]->xy_find (x, y); 1321 return tile_map[3]->xy_find (x, y);
1420 } 1322 }
1421 1323
1422 if (x >= width) 1324 if (x >= width)
1423 { 1325 {
1424 if (!tile_path[1]) 1326 if (!tile_available (1))
1425 return 0; 1327 return 0;
1426 1328
1427 find_and_link (this, 1);
1428 x -= width; 1329 x -= width;
1429 return tile_map[1]->xy_find (x, y); 1330 return tile_map[1]->xy_find (x, y);
1430 } 1331 }
1431 1332
1432 if (y < 0) 1333 if (y < 0)
1433 { 1334 {
1434 if (!tile_path[0]) 1335 if (!tile_available (0))
1435 return 0; 1336 return 0;
1436 1337
1437 find_and_link (this, 0);
1438 y += tile_map[0]->height; 1338 y += tile_map[0]->height;
1439 return tile_map[0]->xy_find (x, y); 1339 return tile_map[0]->xy_find (x, y);
1440 } 1340 }
1441 1341
1442 if (y >= height) 1342 if (y >= height)
1443 { 1343 {
1444 if (!tile_path[2]) 1344 if (!tile_available (2))
1445 return 0; 1345 return 0;
1446 1346
1447 find_and_link (this, 2);
1448 y -= height; 1347 y -= height;
1449 return tile_map[2]->xy_find (x, y); 1348 return tile_map[2]->xy_find (x, y);
1450 } 1349 }
1451 1350
1452 /* Simple case - coordinates are within this local 1351 /* Simple case - coordinates are within this local
1463adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1362adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1464{ 1363{
1465 if (!map1 || !map2) 1364 if (!map1 || !map2)
1466 return 0; 1365 return 0;
1467 1366
1468 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1367 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1469 //fix: compare paths instead (this is likely faster, too!) 1368 //fix: compare paths instead (this is likely faster, too!)
1470 if (map1 == map2) 1369 if (map1 == map2)
1471 { 1370 {
1472 *dx = 0; 1371 *dx = 0;
1473 *dy = 0; 1372 *dy = 0;
1680} 1579}
1681 1580
1682object * 1581object *
1683maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1684{ 1583{
1685 if (!op->flag [FLAG_REMOVED])
1686 op->remove ();
1687
1688 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1689} 1585}
1690 1586
1691region * 1587region *
1692maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1701 return default_region; 1597 return default_region;
1702 1598
1703 return ::region::default_region (); 1599 return ::region::default_region ();
1704} 1600}
1705 1601
1602/* picks a random object from a style map.
1603 */
1604object *
1605maptile::pick_random_object (rand_gen &gen) const
1606{
1607 /* while returning a null object will result in a crash, that
1608 * is actually preferable to an infinite loop. That is because
1609 * most servers will automatically restart in case of crash.
1610 * Change the logic on getting the random space - shouldn't make
1611 * any difference, but this seems clearer to me.
1612 */
1613 for (int i = 1000; --i;)
1614 {
1615 object *pick = at (gen (width), gen (height)).bot;
1706 1616
1617 // do not prefer big monsters just because they are big.
1618 if (pick && pick->is_head ())
1619 return pick->head_ ();
1620 }
1621
1622 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return archetype::find ("bug");
1624}
1625
1626void
1627maptile::play_sound (faceidx sound, int x, int y) const
1628{
1629 if (!sound)
1630 return;
1631
1632 for_all_players_on_map (pl, this)
1633 if (client *ns = pl->ns)
1634 {
1635 int dx = x - pl->ob->x;
1636 int dy = y - pl->ob->y;
1637
1638 int distance = idistance (dx, dy);
1639
1640 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy);
1642 }
1643}
1644

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