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Comparing deliantra/server/common/map.C (file contents):
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC vs.
Revision 1.136 by root, Mon Apr 21 23:35:24 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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <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
28#include "loader.h"
29
31#include "path.h" 30#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 31
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
102 * 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
173 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
174 */ 107 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 109 return 0;
177 110
178 if (ob->head != NULL)
179 ob = ob->head; 111 ob = ob->head_ ();
180 112
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
214 else 146 else
215 { 147 {
216 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
218 * movement, can't move here. 150 * movement, can't move here.
219 * 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
220 * hidden dm 152 * hidden dm
221 */ 153 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 155 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
225 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))
226 return 1; 162 return 1;
227 } 163 }
228 164
229 } 165 }
230 return 0; 166 return 0;
231} 167}
232 168
233
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{
344} 263}
345 264
346/* link_multipart_objects go through all the objects on the map looking 265/* 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 266 * 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 267 * 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 268 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 269 */
352void 270void
353maptile::link_multipart_objects () 271maptile::link_multipart_objects ()
354{ 272{
355 if (!spaces) 273 if (!spaces)
356 return; 274 return;
357 275
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 277 {
278 object *op = ms->bot;
279 while (op)
360 { 280 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 282 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 { 283 {
375 op = arch_to_object (at); 284 op->remove ();
285 op->expand_tail ();
376 286
377 /* update x,y coordinates */ 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 289 // 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); 290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291
292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293 // so we have to reset the iteration through the mapspace
392 } 294 }
295 else
296 op = op->above;
393 } 297 }
394
395 tmp = above;
396 } 298 }
397} 299}
398 300
399/* 301/*
400 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 303 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 304 */
404bool 305bool
405maptile::_load_objects (object_thawer &thawer) 306maptile::_load_objects (object_thawer &f)
406{ 307{
407 int unique; 308 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 { 309 {
415 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 311
417 * or editor will not be able to do anything with it either. 312 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 313 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
422 continue; 349 continue;
423 }
424 350
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: 351 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
438 op->head = prev, last_more->more = op, last_more = op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
439 break; 357 break;
440 } 358 }
441 359
442 op = object::create (); 360 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 } 361 }
463#endif
464 362
465 return true; 363 return true;
466} 364}
467 365
468void 366void
469maptile::activate () 367maptile::activate ()
470{ 368{
471 if (!spaces) 369 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 372 op->activate_recursive ();
477} 373}
478 374
479void 375void
480maptile::deactivate () 376maptile::deactivate ()
481{ 377{
482 if (!spaces) 378 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 381 op->deactivate_recursive ();
488} 382}
489 383
490bool 384bool
491maptile::_save_objects (object_freezer &freezer, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
492{ 386{
493 static int cede_count = 0; 387 coroapi::cede_to_tick ();
494 388
495 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
496 _save_header (freezer); 390 _save_header (f);
497 391
498 if (!spaces) 392 if (!spaces)
499 return false; 393 return false;
500 394
501 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
502 { 396 {
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; 397 bool unique = 0;
398
512 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
513 { 400 {
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]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 402
520 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
521 continue; 404 continue;
522 405
523 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 407 {
525 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 409 op->write (f);
527 } 410 }
528 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 412 op->write (f);
530 } 413 }
531 } 414 }
532 415
416 coroapi::cede_to_tick ();
417
533 return true; 418 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 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 419}
557 420
558bool 421bool
559maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
560{ 423{
569maptile::maptile () 432maptile::maptile ()
570{ 433{
571 in_memory = MAP_SWAPPED; 434 in_memory = MAP_SWAPPED;
572 435
573 /* The maps used to pick up default x and y values from the 436 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 437 * map archetype. Mimic that behaviour.
575 */ 438 */
576 width = 16; 439 width = 16;
577 height = 16; 440 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 441 timeout = 300;
580 enter_x = 0; 442 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 443 max_volume = 2000000; // 2m³
582} 444}
583 445
584maptile::maptile (int w, int h) 446maptile::maptile (int w, int h)
585{ 447{
586 in_memory = MAP_SWAPPED; 448 in_memory = MAP_SWAPPED;
736bool 598bool
737maptile::_load_header (object_thawer &thawer) 599maptile::_load_header (object_thawer &thawer)
738{ 600{
739 for (;;) 601 for (;;)
740 { 602 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw) 603 switch (thawer.kw)
744 { 604 {
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: 605 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 606 thawer.get_ml (KW_endmsg, msg);
759 break; 607 break;
760 608
761 case KW_lore: // CF+ extension 609 case KW_lore: // CF+ extension
792 case KW_winddir: thawer.get (winddir); break; 640 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
794 642
795 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
797 646
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 649
801 // old names new names 650 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 651 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; 652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 660
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
816 } 678 }
679
680 thawer.next ();
817 } 681 }
818 682
819 abort (); 683 abort ();
820}
821
822bool
823maptile::_load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return _load_header (thawer);
831} 684}
832 685
833/****************************************************************************** 686/******************************************************************************
834 * This is the start of unique map handling code 687 * This is the start of unique map handling code
835 *****************************************************************************/ 688 *****************************************************************************/
846 object *above = op->above; 699 object *above = op->above;
847 700
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 702 unique = 1;
850 703
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 705 {
853 op->destroy_inv (false); 706 op->destroy_inv (false);
854 op->destroy (); 707 op->destroy ();
855 } 708 }
856 709
870 if (name) MAP_OUT (name); 723 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 724 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 725 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 726 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 727 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
876 730
877 if (region) MAP_OUT2 (region, region->name); 731 if (default_region) MAP_OUT2 (region, default_region->name);
878 732
879 if (shopitems) 733 if (shopitems)
880 { 734 {
881 char shop[MAX_BUF]; 735 char shop[MAX_BUF];
882 print_shop_string (this, shop); 736 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
934 */ 788 */
935void 789void
936maptile::clear () 790maptile::clear ()
937{ 791{
938 if (!spaces) 792 if (spaces)
939 return; 793 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 795 while (object *op = ms->bot)
943 { 796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
803 object *head = op->head_ ();
944 if (op->head) 804 if (op == head)
945 op = op->head; 805 {
946
947 op->destroy_inv (false); 806 op->destroy_inv (false);
948 op->destroy (); 807 op->destroy ();
808 }
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
949 } 814 }
950 815
951 sfree (spaces, size ()), spaces = 0; 816 sfree (spaces, size ()), spaces = 0;
817 }
952 818
953 if (buttons) 819 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree (regions, size ()); regions = 0;
823 delete [] regionmap; regionmap = 0;
955} 824}
956 825
957void 826void
958maptile::clear_header () 827maptile::clear_header ()
959{ 828{
989maptile::do_destroy () 858maptile::do_destroy ()
990{ 859{
991 attachable::do_destroy (); 860 attachable::do_destroy ();
992 861
993 clear (); 862 clear ();
863}
864
865/* decay and destroy perishable items in a map */
866void
867maptile::do_decay_objects ()
868{
869 if (!spaces)
870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
874 {
875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
891 {
892 op->stats.dam--;
893 if (op->stats.dam < 0)
894 destroy = 1;
895 }
896 else if (op->is_armor ())
897 {
898 op->stats.ac--;
899 if (op->stats.ac < 0)
900 destroy = 1;
901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
929 }
994} 930}
995 931
996/* 932/*
997 * Updates every button on the map (by calling update_button() for them). 933 * Updates every button on the map (by calling update_button() for them).
998 */ 934 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 983 {
1048 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
1049 985
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 987 total_exp += at->stats.exp * 8;
1052 988
1053 monster_cnt++; 989 monster_cnt++;
1054 } 990 }
1055 } 991 }
1056 992
1111void 1047void
1112mapspace::update_ () 1048mapspace::update_ ()
1113{ 1049{
1114 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1051 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; 1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1053
1120 middle = blank_face; 1054 //object *middle = 0;
1121 top = blank_face; 1055 //object *top = 0;
1122 floor = blank_face; 1056 //object *floor = 0;
1123 1057 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1058 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1059 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1060 object *&floor = faces_obj[2] = 0;
1127 1061
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1063 {
1130 /* This could be made additive I guess (two lights better than 1064 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1065 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1078 * Always put the player down for drawing.
1145 */ 1079 */
1146 if (!tmp->invisible) 1080 if (!tmp->invisible)
1147 { 1081 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1082 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1083 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1084 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1085 {
1155 /* If we got a floor, that means middle and top were below it, 1086 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1087 * so should not be visible, so we clear them.
1157 */ 1088 */
1158 middle = blank_face; 1089 middle = 0;
1159 top = blank_face; 1090 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1091 floor = tmp;
1162 } 1092 }
1163 /* Flag anywhere have high priority */ 1093 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1095 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1096 middle = tmp;
1169 anywhere = 1; 1097 anywhere = 1;
1170 } 1098 }
1171 /* Find the highest visible face around. If equal 1099 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1100 * visibilities, we still want the one nearer to the
1173 * top 1101 * top
1174 */ 1102 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1104 middle = tmp;
1179 }
1180 } 1105 }
1181 1106
1182 if (tmp == tmp->above) 1107 if (tmp == tmp->above)
1183 { 1108 {
1184 LOG (llevError, "Error in structure of map\n"); 1109 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1222 */ 1147 */
1223 if (top == middle) 1148 if (top == middle)
1224 middle = blank_face; 1149 middle = 0;
1225 1150
1226 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1154 * 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 */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1161 break;
1237 1162
1238 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
1240 break; 1165 break;
1241 1166
1242 /* Only show visible faces */ 1167 /* Only show visible faces */
1243 if (!tmp->invisible) 1168 if (!tmp->invisible)
1244 { 1169 {
1245 /* Fill in top if needed */ 1170 /* Fill in top if needed */
1246 if (top == blank_face) 1171 if (!top)
1247 { 1172 {
1248 top = tmp->face;
1249 top_obj = tmp; 1173 top = tmp;
1250 if (top == middle) 1174 if (top == middle)
1251 middle = blank_face; 1175 middle = 0;
1252 } 1176 }
1253 else 1177 else
1254 { 1178 {
1255 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1256 * middle is not set 1180 * middle is not set
1257 * 1181 *
1258 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1260 * 1184 *
1261 */ 1185 */
1262 if (tmp->face != top) 1186 if (tmp != top)
1263 { 1187 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1188 middle = tmp;
1266 break; 1189 break;
1267 } 1190 }
1268 } 1191 }
1269 } 1192 }
1270 } 1193 }
1271 1194
1272 if (middle == floor) 1195 if (middle == floor)
1273 middle = blank_face; 1196 middle = 0;
1274 1197
1275 if (top == middle) 1198 if (top == middle)
1276 middle = blank_face; 1199 middle = 0;
1277 1200
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1201#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1202 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1203 faces_obj [1] = middle;
1204 faces_obj [2] = floor;
1205#endif
1281} 1206}
1282 1207
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1208uint64
1284 * the map. It also takes care of linking back the freshly found 1209mapspace::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{ 1210{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1211 uint64 vol = 0;
1292 1212
1293 if (!mp) 1213 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1214 vol += op->volume ();
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296 1215
1297 if (!mp) 1216 return vol;
1298 { 1217}
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 1218
1308 int dest_tile = (tile_num + 2) % 4; 1219bool
1220maptile::tile_available (int dir, bool load)
1221{
1222 if (!tile_path[dir])
1223 return 0;
1309 1224
1310 orig_map->tile_map [tile_num] = mp; 1225 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1226 return 1;
1311 1227
1312 // optimisation: back-link map to origin map if euclidean 1228 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1313 //TODO: non-euclidean maps MUST GO 1229 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 1230
1317 return mp; 1231 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} 1232}
1325 1233
1326/* this returns TRUE if the coordinates (x,y) are out of 1234/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1235 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1236 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1249 if (!m)
1342 return 0; 1250 return 0;
1343 1251
1344 if (x < 0) 1252 if (x < 0)
1345 { 1253 {
1346 if (!m->tile_path[3]) 1254 if (!m->tile_available (3))
1347 return 1; 1255 return 1;
1348 1256
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); 1257 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1258 }
1354 1259
1355 if (x >= m->width) 1260 if (x >= m->width)
1356 { 1261 {
1357 if (!m->tile_path[1]) 1262 if (!m->tile_available (1))
1358 return 1; 1263 return 1;
1359 1264
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); 1265 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1266 }
1365 1267
1366 if (y < 0) 1268 if (y < 0)
1367 { 1269 {
1368 if (!m->tile_path[0]) 1270 if (!m->tile_available (0))
1369 return 1; 1271 return 1;
1370 1272
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); 1273 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1274 }
1376 1275
1377 if (y >= m->height) 1276 if (y >= m->height)
1378 { 1277 {
1379 if (!m->tile_path[2]) 1278 if (!m->tile_available (2))
1380 return 1; 1279 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 1280
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1281 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1282 }
1387 1283
1388 /* Simple case - coordinates are within this local 1284 /* Simple case - coordinates are within this local
1402maptile * 1298maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1299maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1300{
1405 if (x < 0) 1301 if (x < 0)
1406 { 1302 {
1407 if (!tile_path[3]) 1303 if (!tile_available (3))
1408 return 0; 1304 return 0;
1409 1305
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1306 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1307 return tile_map[3]->xy_find (x, y);
1413 } 1308 }
1414 1309
1415 if (x >= width) 1310 if (x >= width)
1416 { 1311 {
1417 if (!tile_path[1]) 1312 if (!tile_available (1))
1418 return 0; 1313 return 0;
1419 1314
1420 find_and_link (this, 1);
1421 x -= width; 1315 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1316 return tile_map[1]->xy_find (x, y);
1423 } 1317 }
1424 1318
1425 if (y < 0) 1319 if (y < 0)
1426 { 1320 {
1427 if (!tile_path[0]) 1321 if (!tile_available (0))
1428 return 0; 1322 return 0;
1429 1323
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1324 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1325 return tile_map[0]->xy_find (x, y);
1433 } 1326 }
1434 1327
1435 if (y >= height) 1328 if (y >= height)
1436 { 1329 {
1437 if (!tile_path[2]) 1330 if (!tile_available (2))
1438 return 0; 1331 return 0;
1439 1332
1440 find_and_link (this, 2);
1441 y -= height; 1333 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1334 return tile_map[2]->xy_find (x, y);
1443 } 1335 }
1444 1336
1445 /* Simple case - coordinates are within this local 1337 /* Simple case - coordinates are within this local
1450 1342
1451/** 1343/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1344 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1345 * map1 to map2 in dx/dy.
1454 */ 1346 */
1455static int 1347int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1348adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1349{
1458 if (!map1 || !map2) 1350 if (!map1 || !map2)
1459 return 0; 1351 return 0;
1460 1352
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1353 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1354 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1355 if (map1 == map2)
1464 { 1356 {
1465 *dx = 0; 1357 *dx = 0;
1466 *dy = 0; 1358 *dy = 0;
1551/* From map.c 1443/* From map.c
1552 * This is used by get_player to determine where the other 1444 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1445 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1446 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1447 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1448 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1449 * that the creature should head. part is the part of the
1558 * monster that is closest. 1450 * monster that is closest.
1559 * 1451 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1452 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1453 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1464get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1465{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1466 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1467 {
1576 /* be conservative and fill in _some_ data */ 1468 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1469 retval->distance = 10000;
1578 retval->distance_x = 32767; 1470 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1471 retval->distance_y = 10000;
1580 retval->direction = 0; 1472 retval->direction = 0;
1581 retval->part = 0; 1473 retval->part = 0;
1582 } 1474 }
1583 else 1475 else
1584 { 1476 {
1589 1481
1590 best = op1; 1482 best = op1;
1591 /* If this is multipart, find the closest part now */ 1483 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1484 if (!(flags & 0x1) && op1->more)
1593 { 1485 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1486 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1487
1597 /* we just take the offset of the piece to head to figure 1488 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1489 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1490 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1491 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1492 * below works.
1602 */ 1493 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1495 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1496 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); 1497 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1498 if (tmpi < best_distance)
1608 { 1499 {
1609 best_distance = tmpi; 1500 best_distance = tmpi;
1610 best = tmp; 1501 best = tmp;
1611 } 1502 }
1612 } 1503 }
1504
1613 if (best != op1) 1505 if (best != op1)
1614 { 1506 {
1615 retval->distance_x += op1->x - best->x; 1507 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1508 retval->distance_y += op1->y - best->y;
1617 } 1509 }
1618 } 1510 }
1511
1619 retval->part = best; 1512 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1513 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1514 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1515 }
1623} 1516}
1624 1517
1625/* this is basically the same as get_rangevector above, but instead of 1518/* this is basically the same as get_rangevector above, but instead of
1630 * flags has no meaning for this function at this time - I kept it in to 1523 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed 1524 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best 1525 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1526 * field of the rv_vector is set to NULL.
1634 */ 1527 */
1635
1636void 1528void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1529get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1530{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1531 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1532 {
1641 /* be conservative and fill in _some_ data */ 1533 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1534 retval->distance = 100000;
1649 { 1541 {
1650 retval->distance_x += op2->x - x; 1542 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1543 retval->distance_y += op2->y - y;
1652 1544
1653 retval->part = NULL; 1545 retval->part = NULL;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1546 retval->distance = idistance (retval->distance_x, retval->distance_y);
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1547 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1548 }
1657} 1549}
1658 1550
1659/* Returns true of op1 and op2 are effectively on the same map 1551/* Returns true of op1 and op2 are effectively on the same map
1679 op->remove (); 1571 op->remove ();
1680 1572
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1573 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1574}
1683 1575
1576region *
1577maptile::region (int x, int y) const
1578{
1579 if (regions
1580 && regionmap
1581 && !OUT_OF_REAL_MAP (this, x, y))
1582 if (struct region *reg = regionmap [regions [y * width + x]])
1583 return reg;
1584
1585 if (default_region)
1586 return default_region;
1587
1588 return ::region::default_region ();
1589}
1590
1591/* picks a random object from a style map.
1592 * Redone by MSW so it should be faster and not use static
1593 * variables to generate tables.
1594 */
1595object *
1596maptile::pick_random_object () const
1597{
1598 /* while returning a null object will result in a crash, that
1599 * is actually preferable to an infinite loop. That is because
1600 * most servers will automatically restart in case of crash.
1601 * Change the logic on getting the random space - shouldn't make
1602 * any difference, but this seems clearer to me.
1603 */
1604 for (int i = 1000; --i;)
1605 {
1606 object *pick = at (rndm (width), rndm (height)).bot;
1607
1608 // do not prefer big monsters just because they are big.
1609 if (pick && pick->head_ () == pick)
1610 return pick->head_ ();
1611 }
1612
1613 // instead of crashing in the unlikely(?) case, try to return *something*
1614 return get_archetype ("blocked");
1615}
1616
1617void
1618maptile::play_sound (faceidx sound, int x, int y) const
1619{
1620 if (!sound)
1621 return;
1622
1623 for_all_players (pl)
1624 if (pl->ob->map == this)
1625 if (client *ns = pl->ns)
1626 {
1627 int dx = x - pl->ob->x;
1628 int dy = y - pl->ob->y;
1629
1630 int distance = idistance (dx, dy);
1631
1632 if (distance <= MAX_SOUND_DISTANCE)
1633 ns->play_sound (sound, dx, dy);
1634 }
1635}
1636

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