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Comparing deliantra/server/common/map.C (file contents):
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC vs.
Revision 1.137 by root, Wed Apr 30 16:26:28 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27
28#include "loader.h"
29
30#include "path.h" 30#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 31
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
101 * 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
172 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
173 */ 107 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 109 return 0;
176 110
177 if (ob->head != NULL)
178 ob = ob->head; 111 ob = ob->head_ ();
179 112
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
213 else 146 else
214 { 147 {
215 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
217 * movement, can't move here. 150 * movement, can't move here.
218 * 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
219 * hidden dm 152 * hidden dm
220 */ 153 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 155 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
224 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))
225 return 1; 162 return 1;
226 } 163 }
227 164
228 } 165 }
229 return 0; 166 return 0;
230} 167}
231 168
232
233/* 169/*
234 * 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
235 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
239 * 175 *
240 * 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.
241 * 177 *
242 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
254 * 190 *
255 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
256 * 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
257 * against the move_block values. 193 * against the move_block values.
258 */ 194 */
259int 195bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
261{ 197{
262 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
276 201
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
278 { 203 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 204
281 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 206
283 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 208 return 1;
285 209
286 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
287 211 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 213 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 215 continue;
295 216
296 /* 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
297 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
298 */ 219 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
300 return P_NO_PASS; 221 return 1;
301 } 222 }
302 223
303 return 0; 224 return 0;
304} 225}
305 226
323 244
324 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
325 tmp = next; 246 tmp = next;
326 } 247 }
327 248
328 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
329 * carrying. 250 //TODO: remove
330 */ 251 container->update_weight ();
331 sum_weight (container);
332} 252}
333 253
334void 254void
335maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
336{ 256{
343} 263}
344 264
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 268 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 269 */
351void 270void
352maptile::link_multipart_objects () 271maptile::link_multipart_objects ()
353{ 272{
354 if (!spaces) 273 if (!spaces)
355 return; 274 return;
356 275
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 277 {
278 object *op = ms->bot;
279 while (op)
359 { 280 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 282 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 283 {
374 op = arch_to_object (at); 284 op->remove ();
285 op->expand_tail ();
375 286
376 /* update x,y coordinates */ 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 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
391 } 294 }
295 else
296 op = op->above;
392 } 297 }
393
394 tmp = above;
395 } 298 }
396} 299}
397 300
398/* 301/*
399 * 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
400 * file pointer. 303 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 304 */
403bool 305bool
404maptile::load_objects (object_thawer &thawer) 306maptile::_load_objects (object_thawer &f)
405{ 307{
406 int unique; 308 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 309 {
414 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 311
416 * or editor will not be able to do anything with it either. 312 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 313 {
420 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
421 continue; 349 continue;
422 }
423 350
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 351 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
437 op->head = prev, last_more->more = op, last_more = op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
438 break; 357 break;
439 } 358 }
440 359
441 op = object::create (); 360 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 361 }
462#endif
463 362
464 return true; 363 return true;
465} 364}
466 365
467void 366void
468maptile::activate () 367maptile::activate ()
469{ 368{
470 if (!spaces) 369 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 372 op->activate_recursive ();
476} 373}
477 374
478void 375void
479maptile::deactivate () 376maptile::deactivate ()
480{ 377{
481 if (!spaces) 378 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 381 op->deactivate_recursive ();
487} 382}
488 383
489bool 384bool
490maptile::save_objects (object_freezer &freezer, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
491{ 386{
492 static int cede_count = 0; 387 coroapi::cede_to_tick ();
493 388
494 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
495 save_header (freezer); 390 _save_header (f);
496 391
497 if (!spaces) 392 if (!spaces)
498 return false; 393 return false;
499 394
500 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
501 { 396 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 397 bool unique = 0;
398
509 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
510 { 400 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 402
517 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
518 continue; 404 continue;
519 405
520 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 407 {
522 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 409 op->write (f);
524 } 410 }
525 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 412 op->write (f);
527 } 413 }
528 } 414 }
529 415
416 coroapi::cede_to_tick ();
417
530 return true; 418 return true;
531} 419}
532 420
533bool 421bool
534maptile::load_objects (const char *path, bool skip_header) 422maptile::_save_objects (const char *path, int flags)
535{ 423{
536 object_thawer thawer (path); 424 object_freezer freezer;
537 425
538 if (!thawer) 426 if (!_save_objects (freezer, flags))
539 return false; 427 return false;
540 428
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 429 return freezer.save (path);
564} 430}
565 431
566maptile::maptile () 432maptile::maptile ()
567{ 433{
568 in_memory = MAP_SWAPPED; 434 in_memory = MAP_SWAPPED;
569 435
570 /* 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
571 * map archetype. Mimic that behaviour. 437 * map archetype. Mimic that behaviour.
572 */ 438 */
573 width = 16; 439 width = 16;
574 height = 16; 440 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 441 timeout = 300;
577 enter_x = 0; 442 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 443 max_volume = 2000000; // 2m³
579} 444}
580 445
581maptile::maptile (int w, int h) 446maptile::maptile (int w, int h)
582{ 447{
583 in_memory = MAP_SWAPPED; 448 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 594 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 595 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 596 * MSW 2001-07-01
732 */ 597 */
733bool 598bool
734maptile::load_header (object_thawer &thawer) 599maptile::_load_header (object_thawer &thawer)
735{ 600{
736 for (;;) 601 for (;;)
737 { 602 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 603 switch (thawer.kw)
741 { 604 {
742 case KW_EOF:
743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
744 return false;
745
746 case KW_end:
747 return true;
748
749 default:
750 case KW_ERROR:
751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
752 break;
753
754 case KW_msg: 605 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg); 606 thawer.get_ml (KW_endmsg, msg);
756 break; 607 break;
757 608
758 case KW_lore: // CF+ extension 609 case KW_lore: // CF+ extension
789 case KW_winddir: thawer.get (winddir); break; 640 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
791 642
792 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
793 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;
794 646
795 case KW_region: get_region_by_name (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797 649
798 // old names new names 650 // old names new names
799 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;
800 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;
808 660
809 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 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;
813 } 678 }
679
680 thawer.next ();
814 } 681 }
815 682
816 abort (); 683 abort ();
817}
818
819bool
820maptile::load_header (const char *path)
821{
822 object_thawer thawer (path);
823
824 if (!thawer)
825 return false;
826
827 return load_header (thawer);
828} 684}
829 685
830/****************************************************************************** 686/******************************************************************************
831 * This is the start of unique map handling code 687 * This is the start of unique map handling code
832 *****************************************************************************/ 688 *****************************************************************************/
843 object *above = op->above; 699 object *above = op->above;
844 700
845 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))
846 unique = 1; 702 unique = 1;
847 703
848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
849 { 705 {
850 op->destroy_inv (false); 706 op->destroy_inv (false);
851 op->destroy (); 707 op->destroy ();
852 } 708 }
853 709
855 } 711 }
856 } 712 }
857} 713}
858 714
859bool 715bool
860maptile::save_header (object_freezer &freezer) 716maptile::_save_header (object_freezer &freezer)
861{ 717{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k) 718#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 719#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864 720
865 MAP_OUT2 (arch, "map"); 721 MAP_OUT2 (arch, "map");
867 if (name) MAP_OUT (name); 723 if (name) MAP_OUT (name);
868 MAP_OUT (swap_time); 724 MAP_OUT (swap_time);
869 MAP_OUT (reset_time); 725 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout); 726 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime); 727 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset);
872 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
873 730
874 if (region) MAP_OUT2 (region, region->name); 731 if (default_region) MAP_OUT2 (region, default_region->name);
875 732
876 if (shopitems) 733 if (shopitems)
877 { 734 {
878 char shop[MAX_BUF]; 735 char shop[MAX_BUF];
879 print_shop_string (this, shop); 736 print_shop_string (this, shop);
914 771
915 return true; 772 return true;
916} 773}
917 774
918bool 775bool
919maptile::save_header (const char *path) 776maptile::_save_header (const char *path)
920{ 777{
921 object_freezer freezer; 778 object_freezer freezer;
922 779
923 if (!save_header (freezer)) 780 if (!_save_header (freezer))
924 return false; 781 return false;
925 782
926 return freezer.save (path); 783 return freezer.save (path);
927} 784}
928 785
930 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
931 */ 788 */
932void 789void
933maptile::clear () 790maptile::clear ()
934{ 791{
935 if (!spaces) 792 if (spaces)
936 return; 793 {
937
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 795 while (object *op = ms->bot)
940 { 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_ ();
941 if (op->head) 804 if (op == head)
942 op = op->head; 805 {
943
944 op->destroy_inv (false); 806 op->destroy_inv (false);
945 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 }
814 }
815
816 sfree0 (spaces, size ());
946 } 817 }
947
948 sfree (spaces, size ()), spaces = 0;
949 818
950 if (buttons) 819 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
952} 824}
953 825
954void 826void
955maptile::clear_header () 827maptile::clear_header ()
956{ 828{
986maptile::do_destroy () 858maptile::do_destroy ()
987{ 859{
988 attachable::do_destroy (); 860 attachable::do_destroy ();
989 861
990 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 }
991} 930}
992 931
993/* 932/*
994 * 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).
995 */ 934 */
1043 if (QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
1044 { 983 {
1045 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
1046 985
1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1048 total_exp += at->clone.stats.exp * 8; 987 total_exp += at->stats.exp * 8;
1049 988
1050 monster_cnt++; 989 monster_cnt++;
1051 } 990 }
1052 } 991 }
1053 992
1107 */ 1046 */
1108void 1047void
1109mapspace::update_ () 1048mapspace::update_ ()
1110{ 1049{
1111 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
1112 uint8 flags = 0, light = 0, anywhere = 0; 1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1113 New_Face *top, *floor, *middle;
1114 object *top_obj, *floor_obj, *middle_obj;
1115 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;
1116 1053
1117 middle = blank_face; 1054 //object *middle = 0;
1118 top = blank_face; 1055 //object *top = 0;
1119 floor = blank_face; 1056 //object *floor = 0;
1120 1057 // this seems to generate better code than using locals, above
1121 middle_obj = 0; 1058 object *&top = faces_obj[0] = 0;
1122 top_obj = 0; 1059 object *&middle = faces_obj[1] = 0;
1123 floor_obj = 0; 1060 object *&floor = faces_obj[2] = 0;
1124 1061
1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1126 { 1063 {
1127 /* This could be made additive I guess (two lights better than 1064 /* This could be made additive I guess (two lights better than
1128 * 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
1141 * Always put the player down for drawing. 1078 * Always put the player down for drawing.
1142 */ 1079 */
1143 if (!tmp->invisible) 1080 if (!tmp->invisible)
1144 { 1081 {
1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1082 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1147 top = tmp->face;
1148 top_obj = tmp; 1083 top = tmp;
1149 }
1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1084 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 { 1085 {
1152 /* 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,
1153 * so should not be visible, so we clear them. 1087 * so should not be visible, so we clear them.
1154 */ 1088 */
1155 middle = blank_face; 1089 middle = 0;
1156 top = blank_face; 1090 top = 0;
1157 floor = tmp->face;
1158 floor_obj = tmp; 1091 floor = tmp;
1159 } 1092 }
1160 /* Flag anywhere have high priority */ 1093 /* Flag anywhere have high priority */
1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 { 1095 {
1163 middle = tmp->face;
1164
1165 middle_obj = tmp; 1096 middle = tmp;
1166 anywhere = 1; 1097 anywhere = 1;
1167 } 1098 }
1168 /* Find the highest visible face around. If equal 1099 /* Find the highest visible face around. If equal
1169 * visibilities, we still want the one nearer to the 1100 * visibilities, we still want the one nearer to the
1170 * top 1101 * top
1171 */ 1102 */
1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1173 {
1174 middle = tmp->face;
1175 middle_obj = tmp; 1104 middle = tmp;
1176 }
1177 } 1105 }
1178 1106
1179 if (tmp == tmp->above) 1107 if (tmp == tmp->above)
1180 { 1108 {
1181 LOG (llevError, "Error in structure of map\n"); 1109 LOG (llevError, "Error in structure of map\n");
1216 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1217 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1218 * 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.
1219 */ 1147 */
1220 if (top == middle) 1148 if (top == middle)
1221 middle = blank_face; 1149 middle = 0;
1222 1150
1223 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
1224 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1225 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1226 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
1231 /* 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 */
1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break; 1161 break;
1234 1162
1235 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1236 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
1237 break; 1165 break;
1238 1166
1239 /* Only show visible faces */ 1167 /* Only show visible faces */
1240 if (!tmp->invisible) 1168 if (!tmp->invisible)
1241 { 1169 {
1242 /* Fill in top if needed */ 1170 /* Fill in top if needed */
1243 if (top == blank_face) 1171 if (!top)
1244 { 1172 {
1245 top = tmp->face;
1246 top_obj = tmp; 1173 top = tmp;
1247 if (top == middle) 1174 if (top == middle)
1248 middle = blank_face; 1175 middle = 0;
1249 } 1176 }
1250 else 1177 else
1251 { 1178 {
1252 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1253 * middle is not set 1180 * middle is not set
1254 * 1181 *
1255 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1256 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1257 * 1184 *
1258 */ 1185 */
1259 if (tmp->face != top) 1186 if (tmp != top)
1260 { 1187 {
1261 middle = tmp->face;
1262 middle_obj = tmp; 1188 middle = tmp;
1263 break; 1189 break;
1264 } 1190 }
1265 } 1191 }
1266 } 1192 }
1267 } 1193 }
1268 1194
1269 if (middle == floor) 1195 if (middle == floor)
1270 middle = blank_face; 1196 middle = 0;
1271 1197
1272 if (top == middle) 1198 if (top == middle)
1273 middle = blank_face; 1199 middle = 0;
1274 1200
1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1201#if 0
1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1202 faces_obj [0] = top;
1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1203 faces_obj [1] = middle;
1204 faces_obj [2] = floor;
1205#endif
1278} 1206}
1279 1207
1280/* this updates the orig_map->tile_map[tile_num] value after finding 1208uint64
1281 * the map. It also takes care of linking back the freshly found 1209mapspace::volume () const
1282 * maps tile_map values if it tiles back to this one. It returns
1283 * the value of orig_map->tile_map[tile_num].
1284 */
1285static inline maptile *
1286find_and_link (maptile *orig_map, int tile_num)
1287{ 1210{
1288 maptile *mp = orig_map->tile_map [tile_num]; 1211 uint64 vol = 0;
1289 1212
1290 if (!mp) 1213 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1291 { 1214 vol += op->volume ();
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293 1215
1294 if (!mp) 1216 return vol;
1295 { 1217}
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303 }
1304 1218
1305 int dest_tile = (tile_num + 2) % 4; 1219bool
1220maptile::tile_available (int dir, bool load)
1221{
1222 if (!tile_path[dir])
1223 return 0;
1306 1224
1307 orig_map->tile_map [tile_num] = mp; 1225 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1226 return 1;
1308 1227
1309 // optimisation: back-link map to origin map if euclidean 1228 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1310 //TODO: non-euclidean maps MUST GO 1229 return 1;
1311 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1312 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1313 1230
1314 return mp; 1231 return 0;
1315}
1316
1317static inline void
1318load_and_link (maptile *orig_map, int tile_num)
1319{
1320 find_and_link (orig_map, tile_num)->load_sync ();
1321} 1232}
1322 1233
1323/* this returns TRUE if the coordinates (x,y) are out of 1234/* this returns TRUE if the coordinates (x,y) are out of
1324 * map m. This function also takes into account any 1235 * map m. This function also takes into account any
1325 * tiling considerations, loading adjacant maps as needed. 1236 * tiling considerations, loading adjacant maps as needed.
1338 if (!m) 1249 if (!m)
1339 return 0; 1250 return 0;
1340 1251
1341 if (x < 0) 1252 if (x < 0)
1342 { 1253 {
1343 if (!m->tile_path[3]) 1254 if (!m->tile_available (3))
1344 return 1; 1255 return 1;
1345 1256
1346 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 3);
1348
1349 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);
1350 } 1258 }
1351 1259
1352 if (x >= m->width) 1260 if (x >= m->width)
1353 { 1261 {
1354 if (!m->tile_path[1]) 1262 if (!m->tile_available (1))
1355 return 1; 1263 return 1;
1356 1264
1357 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 1);
1359
1360 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);
1361 } 1266 }
1362 1267
1363 if (y < 0) 1268 if (y < 0)
1364 { 1269 {
1365 if (!m->tile_path[0]) 1270 if (!m->tile_available (0))
1366 return 1; 1271 return 1;
1367 1272
1368 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1369 find_and_link (m, 0);
1370
1371 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);
1372 } 1274 }
1373 1275
1374 if (y >= m->height) 1276 if (y >= m->height)
1375 { 1277 {
1376 if (!m->tile_path[2]) 1278 if (!m->tile_available (2))
1377 return 1; 1279 return 1;
1378
1379 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1380 find_and_link (m, 2);
1381 1280
1382 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);
1383 } 1282 }
1384 1283
1385 /* Simple case - coordinates are within this local 1284 /* Simple case - coordinates are within this local
1399maptile * 1298maptile *
1400maptile::xy_find (sint16 &x, sint16 &y) 1299maptile::xy_find (sint16 &x, sint16 &y)
1401{ 1300{
1402 if (x < 0) 1301 if (x < 0)
1403 { 1302 {
1404 if (!tile_path[3]) 1303 if (!tile_available (3))
1405 return 0; 1304 return 0;
1406 1305
1407 find_and_link (this, 3);
1408 x += tile_map[3]->width; 1306 x += tile_map[3]->width;
1409 return tile_map[3]->xy_find (x, y); 1307 return tile_map[3]->xy_find (x, y);
1410 } 1308 }
1411 1309
1412 if (x >= width) 1310 if (x >= width)
1413 { 1311 {
1414 if (!tile_path[1]) 1312 if (!tile_available (1))
1415 return 0; 1313 return 0;
1416 1314
1417 find_and_link (this, 1);
1418 x -= width; 1315 x -= width;
1419 return tile_map[1]->xy_find (x, y); 1316 return tile_map[1]->xy_find (x, y);
1420 } 1317 }
1421 1318
1422 if (y < 0) 1319 if (y < 0)
1423 { 1320 {
1424 if (!tile_path[0]) 1321 if (!tile_available (0))
1425 return 0; 1322 return 0;
1426 1323
1427 find_and_link (this, 0);
1428 y += tile_map[0]->height; 1324 y += tile_map[0]->height;
1429 return tile_map[0]->xy_find (x, y); 1325 return tile_map[0]->xy_find (x, y);
1430 } 1326 }
1431 1327
1432 if (y >= height) 1328 if (y >= height)
1433 { 1329 {
1434 if (!tile_path[2]) 1330 if (!tile_available (2))
1435 return 0; 1331 return 0;
1436 1332
1437 find_and_link (this, 2);
1438 y -= height; 1333 y -= height;
1439 return tile_map[2]->xy_find (x, y); 1334 return tile_map[2]->xy_find (x, y);
1440 } 1335 }
1441 1336
1442 /* Simple case - coordinates are within this local 1337 /* Simple case - coordinates are within this local
1447 1342
1448/** 1343/**
1449 * 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
1450 * map1 to map2 in dx/dy. 1345 * map1 to map2 in dx/dy.
1451 */ 1346 */
1452static int 1347int
1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1348adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{ 1349{
1455 if (!map1 || !map2) 1350 if (!map1 || !map2)
1456 return 0; 1351 return 0;
1457 1352
1458 //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
1459 //fix: compare paths instead (this is likely faster, too!) 1354 //fix: compare paths instead (this is likely faster, too!)
1460 if (map1 == map2) 1355 if (map1 == map2)
1461 { 1356 {
1462 *dx = 0; 1357 *dx = 0;
1463 *dy = 0; 1358 *dy = 0;
1548/* From map.c 1443/* From map.c
1549 * This is used by get_player to determine where the other 1444 * This is used by get_player to determine where the other
1550 * creature is. get_rangevector takes into account map tiling, 1445 * creature is. get_rangevector takes into account map tiling,
1551 * 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
1552 * righte value. distance_x/y are distance away, which 1447 * righte value. distance_x/y are distance away, which
1553 * can be negativbe. direction is the crossfire direction scheme 1448 * can be negative. direction is the crossfire direction scheme
1554 * that the creature should head. part is the part of the 1449 * that the creature should head. part is the part of the
1555 * monster that is closest. 1450 * monster that is closest.
1556 * 1451 *
1557 * get_rangevector looks at op1 and op2, and fills in the 1452 * get_rangevector looks at op1 and op2, and fills in the
1558 * structure for op1 to get to op2. 1453 * structure for op1 to get to op2.
1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1464get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{ 1465{
1571 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))
1572 { 1467 {
1573 /* be conservative and fill in _some_ data */ 1468 /* be conservative and fill in _some_ data */
1574 retval->distance = 100000; 1469 retval->distance = 10000;
1575 retval->distance_x = 32767; 1470 retval->distance_x = 10000;
1576 retval->distance_y = 32767; 1471 retval->distance_y = 10000;
1577 retval->direction = 0; 1472 retval->direction = 0;
1578 retval->part = 0; 1473 retval->part = 0;
1579 } 1474 }
1580 else 1475 else
1581 { 1476 {
1586 1481
1587 best = op1; 1482 best = op1;
1588 /* If this is multipart, find the closest part now */ 1483 /* If this is multipart, find the closest part now */
1589 if (!(flags & 0x1) && op1->more) 1484 if (!(flags & 0x1) && op1->more)
1590 { 1485 {
1591 object *tmp;
1592 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;
1593 1487
1594 /* 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
1595 * distance instead of doing all that work above again 1489 * distance instead of doing all that work above again
1596 * since the distance fields we set above are positive in the 1490 * since the distance fields we set above are positive in the
1597 * same axis as is used for multipart objects, the simply arithmetic 1491 * same axis as is used for multipart objects, the simply arithmetic
1598 * below works. 1492 * below works.
1599 */ 1493 */
1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1601 { 1495 {
1602 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) +
1603 (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);
1604 if (tmpi < best_distance) 1498 if (tmpi < best_distance)
1605 { 1499 {
1606 best_distance = tmpi; 1500 best_distance = tmpi;
1607 best = tmp; 1501 best = tmp;
1608 } 1502 }
1609 } 1503 }
1504
1610 if (best != op1) 1505 if (best != op1)
1611 { 1506 {
1612 retval->distance_x += op1->x - best->x; 1507 retval->distance_x += op1->x - best->x;
1613 retval->distance_y += op1->y - best->y; 1508 retval->distance_y += op1->y - best->y;
1614 } 1509 }
1615 } 1510 }
1511
1616 retval->part = best; 1512 retval->part = best;
1617 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));
1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1514 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1619 } 1515 }
1620} 1516}
1621 1517
1622/* 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
1627 * 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
1628 * 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
1629 * 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
1630 * field of the rv_vector is set to NULL. 1526 * field of the rv_vector is set to NULL.
1631 */ 1527 */
1632
1633void 1528void
1634get_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)
1635{ 1530{
1636 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))
1637 { 1532 {
1638 /* be conservative and fill in _some_ data */ 1533 /* be conservative and fill in _some_ data */
1639 retval->distance = 100000; 1534 retval->distance = 100000;
1646 { 1541 {
1647 retval->distance_x += op2->x - x; 1542 retval->distance_x += op2->x - x;
1648 retval->distance_y += op2->y - y; 1543 retval->distance_y += op2->y - y;
1649 1544
1650 retval->part = NULL; 1545 retval->part = NULL;
1651 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);
1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1547 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1653 } 1548 }
1654} 1549}
1655 1550
1656/* 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
1676 op->remove (); 1571 op->remove ();
1677 1572
1678 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);
1679} 1574}
1680 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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