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Comparing deliantra/server/common/map.C (file contents):
Revision 1.76 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.122 by root, Thu Aug 30 05:24:14 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 32
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
173 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
174 */ 108 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 110 return 0;
177 111
178 if (ob->head != NULL)
179 ob = ob->head; 112 ob = ob->head_ ();
180 113
181 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
214 else 147 else
215 { 148 {
216 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
218 * movement, can't move here. 151 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
220 * hidden dm 153 * hidden dm
221 */ 154 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 156 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 163 return 1;
227 } 164 }
228 165
229 } 166 }
230 return 0; 167 return 0;
231} 168}
232
233 169
234/* 170/*
235 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
273 209
274 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
276 } 212 }
277 213
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 215 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 217
282 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 221 return P_IS_ALIVE;
344} 280}
345 281
346/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 286 */
352void 287void
353maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
354{ 289{
355 if (!spaces) 290 if (!spaces)
356 return; 291 return;
357 292
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
360 { 297 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 299 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 { 300 {
375 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
376 303
377 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 306 // 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); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
392 } 311 }
312 else
313 op = op->above;
393 } 314 }
394
395 tmp = above;
396 } 315 }
397} 316}
398 317
399/* 318/*
400 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 320 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 321 */
404bool 322bool
405maptile::_load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
406{ 324{
407 int unique; 325 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 { 326 {
415 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 328
417 * or editor will not be able to do anything with it either. 329 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 330 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
422 continue; 332 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 333 {
427 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
429 339
430 if (op->inv) 340 continue;
431 sum_weight (op);
432 341
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 342 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
438 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
439 break; 348 break;
440 } 349 }
441 350
442 op = object::create (); 351 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 } 352 }
463#endif
464 353
465 return true; 354 return true;
466} 355}
467 356
468void 357void
469maptile::activate () 358maptile::activate ()
470{ 359{
471 if (!spaces) 360 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 363 op->activate_recursive ();
477} 364}
478 365
479void 366void
480maptile::deactivate () 367maptile::deactivate ()
481{ 368{
482 if (!spaces) 369 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 372 op->deactivate_recursive ();
488} 373}
489 374
490bool 375bool
491maptile::_save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
492{ 377{
493 static int cede_count = 0; 378 coroapi::cede_to_tick ();
494 379
495 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
496 _save_header (freezer); 381 _save_header (f);
497 382
498 if (!spaces) 383 if (!spaces)
499 return false; 384 return false;
500 385
501 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
502 { 387 {
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; 388 bool unique = 0;
389
512 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
513 { 391 {
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]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 393
520 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
521 continue; 395 continue;
522 396
523 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 398 {
525 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 400 op->write (f);
527 } 401 }
528 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 403 op->write (f);
530 } 404 }
531 } 405 }
406
407 coroapi::cede_to_tick ();
532 408
533 return true; 409 return true;
534} 410}
535 411
536bool 412bool
537maptile::_load_objects (const char *path, bool skip_header) 413maptile::_load_objects (const char *path, bool skip_header)
538{ 414{
539 object_thawer thawer (path); 415 object_thawer f (path);
540 416
541 if (!thawer) 417 if (!f)
542 return false; 418 return false;
419
420 f.next ();
543 421
544 if (skip_header) 422 if (skip_header)
545 for (;;) 423 for (;;)
546 { 424 {
547 keyword kw = thawer.get_kv (); 425 keyword kw = f.kw;
548 426 f.skip ();
549 if (kw == KW_end) 427 if (kw == KW_end)
550 break; 428 break;
551
552 thawer.skip_kv (kw);
553 } 429 }
554 430
555 return _load_objects (thawer); 431 return _load_objects (f);
556} 432}
557 433
558bool 434bool
559maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
560{ 436{
569maptile::maptile () 445maptile::maptile ()
570{ 446{
571 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
572 448
573 /* The maps used to pick up default x and y values from the 449 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
575 */ 451 */
576 width = 16; 452 width = 16;
577 height = 16; 453 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 454 timeout = 300;
580 enter_x = 0; 455 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 456 max_volume = 2000000; // 2m³
582} 457}
583 458
584maptile::maptile (int w, int h) 459maptile::maptile (int w, int h)
585{ 460{
586 in_memory = MAP_SWAPPED; 461 in_memory = MAP_SWAPPED;
736bool 611bool
737maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
738{ 613{
739 for (;;) 614 for (;;)
740 { 615 {
741 keyword kw = thawer.get_kv (); 616 thawer.next ();
742 617
743 switch (kw) 618 switch (thawer.kw)
744 { 619 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 620 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 621 thawer.get_ml (KW_endmsg, msg);
759 break; 622 break;
760 623
761 case KW_lore: // CF+ extension 624 case KW_lore: // CF+ extension
792 case KW_winddir: thawer.get (winddir); break; 655 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break; 656 case KW_sky: thawer.get (sky); break;
794 657
795 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
797 661
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 664
801 // old names new names 665 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 675
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
816 } 692 }
817 } 693 }
818 694
819 abort (); 695 abort ();
820} 696}
846 object *above = op->above; 722 object *above = op->above;
847 723
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 725 unique = 1;
850 726
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 728 {
853 op->destroy_inv (false); 729 op->destroy_inv (false);
854 op->destroy (); 730 op->destroy ();
855 } 731 }
856 732
870 if (name) MAP_OUT (name); 746 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 747 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 748 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 749 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 752 MAP_OUT (difficulty);
876 753
877 if (region) MAP_OUT2 (region, region->name); 754 if (default_region) MAP_OUT2 (region, default_region->name);
878 755
879 if (shopitems) 756 if (shopitems)
880 { 757 {
881 char shop[MAX_BUF]; 758 char shop[MAX_BUF];
882 print_shop_string (this, shop); 759 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 810 * Remove and free all objects in the given map.
934 */ 811 */
935void 812void
936maptile::clear () 813maptile::clear ()
937{ 814{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
938 if (!spaces) 818 if (spaces)
939 return; 819 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 821 while (object *op = ms->bot)
943 { 822 {
944 if (op->head)
945 op = op->head; 823 op = op->head_ ();
946
947 op->destroy_inv (false); 824 op->destroy_inv (false);
948 op->destroy (); 825 op->destroy ();
949 } 826 }
950 827
951 sfree (spaces, size ()), spaces = 0; 828 sfree (spaces, size ()), spaces = 0;
829 }
952 830
953 if (buttons) 831 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 832 free_objectlinkpt (buttons), buttons = 0;
955} 833}
956 834
989maptile::do_destroy () 867maptile::do_destroy ()
990{ 868{
991 attachable::do_destroy (); 869 attachable::do_destroy ();
992 870
993 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 }
994} 939}
995 940
996/* 941/*
997 * 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).
998 */ 943 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 992 {
1048 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1049 994
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 996 total_exp += at->stats.exp * 8;
1052 997
1053 monster_cnt++; 998 monster_cnt++;
1054 } 999 }
1055 } 1000 }
1056 1001
1111void 1056void
1112mapspace::update_ () 1057mapspace::update_ ()
1113{ 1058{
1114 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1060 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; 1061 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1062
1120 middle = blank_face; 1063 //object *middle = 0;
1121 top = blank_face; 1064 //object *top = 0;
1122 floor = blank_face; 1065 //object *floor = 0;
1123 1066 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1067 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1068 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1069 object *&floor = faces_obj[2] = 0;
1127 1070
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1072 {
1130 /* This could be made additive I guess (two lights better than 1073 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1074 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1087 * Always put the player down for drawing.
1145 */ 1088 */
1146 if (!tmp->invisible) 1089 if (!tmp->invisible)
1147 { 1090 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1092 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1094 {
1155 /* If we got a floor, that means middle and top were below it, 1095 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1096 * so should not be visible, so we clear them.
1157 */ 1097 */
1158 middle = blank_face; 1098 middle = 0;
1159 top = blank_face; 1099 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1100 floor = tmp;
1162 } 1101 }
1163 /* Flag anywhere have high priority */ 1102 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1104 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1105 middle = tmp;
1169 anywhere = 1; 1106 anywhere = 1;
1170 } 1107 }
1171 /* Find the highest visible face around. If equal 1108 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1109 * visibilities, we still want the one nearer to the
1173 * top 1110 * top
1174 */ 1111 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1113 middle = tmp;
1179 }
1180 } 1114 }
1181 1115
1182 if (tmp == tmp->above) 1116 if (tmp == tmp->above)
1183 { 1117 {
1184 LOG (llevError, "Error in structure of map\n"); 1118 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1153 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1154 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1155 * may be possible for the faces to match but be different objects.
1222 */ 1156 */
1223 if (top == middle) 1157 if (top == middle)
1224 middle = blank_face; 1158 middle = 0;
1225 1159
1226 /* There are three posibilities at this point: 1160 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1161 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1162 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1163 * 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 */ 1168 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1170 break;
1237 1171
1238 /* If two top faces are already set, quit processing */ 1172 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1173 if (top && middle)
1240 break; 1174 break;
1241 1175
1242 /* Only show visible faces */ 1176 /* Only show visible faces */
1243 if (!tmp->invisible) 1177 if (!tmp->invisible)
1244 { 1178 {
1245 /* Fill in top if needed */ 1179 /* Fill in top if needed */
1246 if (top == blank_face) 1180 if (!top)
1247 { 1181 {
1248 top = tmp->face;
1249 top_obj = tmp; 1182 top = tmp;
1250 if (top == middle) 1183 if (top == middle)
1251 middle = blank_face; 1184 middle = 0;
1252 } 1185 }
1253 else 1186 else
1254 { 1187 {
1255 /* top is already set - we should only get here if 1188 /* top is already set - we should only get here if
1256 * middle is not set 1189 * middle is not set
1257 * 1190 *
1258 * Set the middle face and break out, since there is nothing 1191 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1192 * more to fill in. We don't check visiblity here, since
1260 * 1193 *
1261 */ 1194 */
1262 if (tmp->face != top) 1195 if (tmp != top)
1263 { 1196 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1197 middle = tmp;
1266 break; 1198 break;
1267 } 1199 }
1268 } 1200 }
1269 } 1201 }
1270 } 1202 }
1271 1203
1272 if (middle == floor) 1204 if (middle == floor)
1273 middle = blank_face; 1205 middle = 0;
1274 1206
1275 if (top == middle) 1207 if (top == middle)
1276 middle = blank_face; 1208 middle = 0;
1277 1209
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1210#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1211 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1212 faces_obj [1] = middle;
1213 faces_obj [2] = floor;
1214#endif
1281} 1215}
1282 1216
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1217uint64
1284 * the map. It also takes care of linking back the freshly found 1218mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{ 1219{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1220 uint64 vol = 0;
1292 1221
1293 if (!mp) 1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1223 vol += op->volume ();
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296 1224
1297 if (!mp) 1225 return vol;
1298 { 1226}
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307 1227
1308 int dest_tile = (tile_num + 2) % 4; 1228bool
1229maptile::tile_available (int dir, bool load)
1230{
1231 if (!tile_path[dir])
1232 return 0;
1309 1233
1310 orig_map->tile_map [tile_num] = mp; 1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1235 return 1;
1311 1236
1312 // optimisation: back-link map to origin map if euclidean 1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1313 //TODO: non-euclidean maps MUST GO 1238 return 1;
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316 1239
1317 return mp; 1240 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1241}
1325 1242
1326/* this returns TRUE if the coordinates (x,y) are out of 1243/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1244 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1245 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1258 if (!m)
1342 return 0; 1259 return 0;
1343 1260
1344 if (x < 0) 1261 if (x < 0)
1345 { 1262 {
1346 if (!m->tile_path[3]) 1263 if (!m->tile_available (3))
1347 return 1; 1264 return 1;
1348 1265
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1266 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1267 }
1354 1268
1355 if (x >= m->width) 1269 if (x >= m->width)
1356 { 1270 {
1357 if (!m->tile_path[1]) 1271 if (!m->tile_available (1))
1358 return 1; 1272 return 1;
1359 1273
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y); 1274 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1275 }
1365 1276
1366 if (y < 0) 1277 if (y < 0)
1367 { 1278 {
1368 if (!m->tile_path[0]) 1279 if (!m->tile_available (0))
1369 return 1; 1280 return 1;
1370 1281
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1282 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1283 }
1376 1284
1377 if (y >= m->height) 1285 if (y >= m->height)
1378 { 1286 {
1379 if (!m->tile_path[2]) 1287 if (!m->tile_available (2))
1380 return 1; 1288 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384 1289
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1290 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1291 }
1387 1292
1388 /* Simple case - coordinates are within this local 1293 /* Simple case - coordinates are within this local
1402maptile * 1307maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1308maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1309{
1405 if (x < 0) 1310 if (x < 0)
1406 { 1311 {
1407 if (!tile_path[3]) 1312 if (!tile_available (3))
1408 return 0; 1313 return 0;
1409 1314
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1315 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1316 return tile_map[3]->xy_find (x, y);
1413 } 1317 }
1414 1318
1415 if (x >= width) 1319 if (x >= width)
1416 { 1320 {
1417 if (!tile_path[1]) 1321 if (!tile_available (1))
1418 return 0; 1322 return 0;
1419 1323
1420 find_and_link (this, 1);
1421 x -= width; 1324 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1325 return tile_map[1]->xy_find (x, y);
1423 } 1326 }
1424 1327
1425 if (y < 0) 1328 if (y < 0)
1426 { 1329 {
1427 if (!tile_path[0]) 1330 if (!tile_available (0))
1428 return 0; 1331 return 0;
1429 1332
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1333 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1334 return tile_map[0]->xy_find (x, y);
1433 } 1335 }
1434 1336
1435 if (y >= height) 1337 if (y >= height)
1436 { 1338 {
1437 if (!tile_path[2]) 1339 if (!tile_available (2))
1438 return 0; 1340 return 0;
1439 1341
1440 find_and_link (this, 2);
1441 y -= height; 1342 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1343 return tile_map[2]->xy_find (x, y);
1443 } 1344 }
1444 1345
1445 /* Simple case - coordinates are within this local 1346 /* Simple case - coordinates are within this local
1450 1351
1451/** 1352/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1353 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1354 * map1 to map2 in dx/dy.
1454 */ 1355 */
1455static int 1356int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1357adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1358{
1458 if (!map1 || !map2) 1359 if (!map1 || !map2)
1459 return 0; 1360 return 0;
1460 1361
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1362 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1363 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1364 if (map1 == map2)
1464 { 1365 {
1465 *dx = 0; 1366 *dx = 0;
1466 *dy = 0; 1367 *dy = 0;
1551/* From map.c 1452/* From map.c
1552 * This is used by get_player to determine where the other 1453 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1454 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1455 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1456 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1457 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1458 * that the creature should head. part is the part of the
1558 * monster that is closest. 1459 * monster that is closest.
1559 * 1460 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1461 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1462 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1473get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1474{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1475 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1476 {
1576 /* be conservative and fill in _some_ data */ 1477 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1478 retval->distance = 10000;
1578 retval->distance_x = 32767; 1479 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1480 retval->distance_y = 10000;
1580 retval->direction = 0; 1481 retval->direction = 0;
1581 retval->part = 0; 1482 retval->part = 0;
1582 } 1483 }
1583 else 1484 else
1584 { 1485 {
1589 1490
1590 best = op1; 1491 best = op1;
1591 /* If this is multipart, find the closest part now */ 1492 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1493 if (!(flags & 0x1) && op1->more)
1593 { 1494 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1495 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1496
1597 /* we just take the offset of the piece to head to figure 1497 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1498 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1499 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1500 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1501 * below works.
1602 */ 1502 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1503 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1504 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1505 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1506 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1507 if (tmpi < best_distance)
1608 { 1508 {
1617 retval->distance_y += op1->y - best->y; 1517 retval->distance_y += op1->y - best->y;
1618 } 1518 }
1619 } 1519 }
1620 1520
1621 retval->part = best; 1521 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1524 }
1625} 1525}
1626 1526
1627/* this is basically the same as get_rangevector above, but instead of 1527/* this is basically the same as get_rangevector above, but instead of
1632 * flags has no meaning for this function at this time - I kept it in to 1532 * flags has no meaning for this function at this time - I kept it in to
1633 * be more consistant with the above function and also in case they are needed 1533 * be more consistant with the above function and also in case they are needed
1634 * for something in the future. Also, since no object is pasted, the best 1534 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1535 * field of the rv_vector is set to NULL.
1636 */ 1536 */
1637
1638void 1537void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1538get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1539{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1540 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1541 {
1643 /* be conservative and fill in _some_ data */ 1542 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1543 retval->distance = 100000;
1681 op->remove (); 1580 op->remove ();
1682 1581
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1582 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1583}
1685 1584
1585region *
1586maptile::region (int x, int y) const
1587{
1588 if (regions
1589 && regionmap
1590 && !OUT_OF_REAL_MAP (this, x, y))
1591 if (struct region *reg = regionmap [regions [y * width + x]])
1592 return reg;
1593
1594 if (default_region)
1595 return default_region;
1596
1597 return ::region::default_region ();
1598}
1599
1600/* picks a random object from a style map.
1601 * Redone by MSW so it should be faster and not use static
1602 * variables to generate tables.
1603 */
1604object *
1605maptile::pick_random_object () 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 (rndm (width), rndm (height)).bot;
1616
1617 // do not prefer big monsters just because they are big.
1618 if (pick && pick->head_ () == pick)
1619 return pick->head_ ();
1620 }
1621
1622 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return get_archetype ("blocked");
1624}
1625
1626void
1627maptile::play_sound (faceidx sound, int x, int y) const
1628{
1629 if (!sound)
1630 return;
1631
1632 for_all_players (pl)
1633 if (pl->ob->map == this)
1634 if (client *ns = pl->ns)
1635 {
1636 int dx = x - pl->ob->x;
1637 int dy = y - pl->ob->y;
1638
1639 int distance = idistance (dx, dy);
1640
1641 if (distance <= MAX_SOUND_DISTANCE)
1642 ns->play_sound (sound, dx, dy);
1643 }
1644}
1645

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