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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 1.145 by root, Mon Aug 11 23:23:41 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#include "loader.h"
30#include "path.h" 28#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 29
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
172 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
173 */ 105 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 107 return 0;
176 108
177 if (ob->head != NULL)
178 ob = ob->head; 109 ob = ob->head_ ();
179 110
180 /* We basically go through the stack of objects, and if there is 111 /* 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 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
213 else 144 else
214 { 145 {
215 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
217 * movement, can't move here. 148 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
219 * hidden dm 150 * hidden dm
220 */ 151 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 153 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 160 return 1;
226 } 161 }
227 162
228 } 163 }
229 return 0; 164 return 0;
230} 165}
231 166
232
233/* 167/*
234 * Returns true if the given object can't fit in the given spot. 168 * 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, 169 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
239 * 173 *
240 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
241 * 175 *
242 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
254 * 188 *
255 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
257 * against the move_block values. 191 * against the move_block values.
258 */ 192 */
259int 193bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
261{ 195{
262 archetype *tmp; 196 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 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
276 199
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
278 { 201 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 202
281 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 204
283 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 206 return 1;
285 207
286 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
287 209 * (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. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 211 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 213 continue;
295 214
296 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
298 */ 217 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
300 return P_NO_PASS; 219 return 1;
301 } 220 }
302 221
303 return 0; 222 return 0;
304} 223}
305 224
323 242
324 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
325 tmp = next; 244 tmp = next;
326 } 245 }
327 246
328 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
329 * carrying. 248 //TODO: remove
330 */ 249 container->update_weight ();
331 sum_weight (container);
332} 250}
333 251
334void 252void
335maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
336{ 254{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
343} 261}
344 262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274}
275
345/* link_multipart_objects go through all the objects on the map looking 276/* 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 277 * 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 278 * 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 279 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 280 */
351void 281void
352maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
353{ 283{
354 if (!spaces) 284 if (!spaces)
355 return; 285 return;
356 286
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
359 { 291 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 293 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 { 294 {
374 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
375 297
376 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 300 // 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); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
391 } 305 }
306 else
307 op = op->above;
392 } 308 }
393
394 tmp = above;
395 } 309 }
396} 310}
397 311
398/* 312/*
399 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 314 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 315 */
403bool 316bool
404maptile::load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
405{ 318{
406 int unique; 319 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 { 320 {
414 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 322
416 * or editor will not be able to do anything with it either. 323 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 324 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
421 continue; 360 continue;
422 }
423 361
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: 362 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
437 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
438 break; 368 break;
439 } 369 }
440 370
441 op = object::create (); 371 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 } 372 }
462#endif
463 373
464 return true; 374 return true;
465} 375}
466 376
467void 377void
468maptile::activate () 378maptile::activate ()
469{ 379{
470 if (!spaces) 380 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 383 op->activate_recursive ();
476} 384}
477 385
478void 386void
479maptile::deactivate () 387maptile::deactivate ()
480{ 388{
481 if (!spaces) 389 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 392 op->deactivate_recursive ();
487} 393}
488 394
489bool 395bool
490maptile::save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
491{ 397{
492 static int cede_count = 0; 398 coroapi::cede_to_tick ();
493 399
494 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
495 save_header (freezer); 401 _save_header (f);
496 402
497 if (!spaces) 403 if (!spaces)
498 return false; 404 return false;
499 405
500 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
501 { 407 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 408 bool unique = 0;
409
509 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
510 { 411 {
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]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 413
517 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
518 continue; 415 continue;
519 416
520 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 418 {
522 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 420 op->write (f);
524 } 421 }
525 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 423 op->write (f);
527 } 424 }
528 } 425 }
529 426
427 coroapi::cede_to_tick ();
428
530 return true; 429 return true;
531} 430}
532 431
533bool 432bool
534maptile::load_objects (const char *path, bool skip_header) 433maptile::_save_objects (const char *path, int flags)
535{ 434{
536 object_thawer thawer (path); 435 object_freezer freezer;
537 436
538 if (!thawer) 437 if (!_save_objects (freezer, flags))
539 return false; 438 return false;
540 439
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); 440 return freezer.save (path);
564} 441}
565 442
566maptile::maptile () 443maptile::maptile ()
567{ 444{
568 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
569 446
570 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
572 */ 449 */
573 width = 16; 450 width = 16;
574 height = 16; 451 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 452 timeout = 300;
577 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 454 max_volume = 2000000; // 2m³
579} 455}
580 456
581maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
582{ 458{
583 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 605 * 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. 606 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 607 * MSW 2001-07-01
732 */ 608 */
733bool 609bool
734maptile::load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
735{ 611{
736 for (;;) 612 for (;;)
737 { 613 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 614 switch (thawer.kw)
741 { 615 {
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: 616 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
756 break; 618 break;
757 619
758 case KW_lore: // CF+ extension 620 case KW_lore: // CF+ extension
789 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
791 653
792 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
794 658
795 case KW_region: get_region_by_name (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797 661
798 // old names new names 662 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 663 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; 664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 672
809 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
813 } 690 }
691
692 thawer.next ();
814 } 693 }
815 694
816 abort (); 695 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} 696}
829 697
830/****************************************************************************** 698/******************************************************************************
831 * This is the start of unique map handling code 699 * This is the start of unique map handling code
832 *****************************************************************************/ 700 *****************************************************************************/
843 object *above = op->above; 711 object *above = op->above;
844 712
845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
846 unique = 1; 714 unique = 1;
847 715
848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
849 { 717 {
850 op->destroy_inv (false); 718 op->destroy_inv (false);
851 op->destroy (); 719 op->destroy ();
852 } 720 }
853 721
855 } 723 }
856 } 724 }
857} 725}
858 726
859bool 727bool
860maptile::save_header (object_freezer &freezer) 728maptile::_save_header (object_freezer &freezer)
861{ 729{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k) 730#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864 732
865 MAP_OUT2 (arch, "map"); 733 MAP_OUT2 (arch, "map");
867 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
868 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
869 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
872 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
873 743
874 if (region) MAP_OUT2 (region, region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
875 745
876 if (shopitems) 746 if (shopitems)
877 { 747 {
878 char shop[MAX_BUF]; 748 char shop[MAX_BUF];
879 print_shop_string (this, shop); 749 print_shop_string (this, shop);
914 784
915 return true; 785 return true;
916} 786}
917 787
918bool 788bool
919maptile::save_header (const char *path) 789maptile::_save_header (const char *path)
920{ 790{
921 object_freezer freezer; 791 object_freezer freezer;
922 792
923 if (!save_header (freezer)) 793 if (!_save_header (freezer))
924 return false; 794 return false;
925 795
926 return freezer.save (path); 796 return freezer.save (path);
927} 797}
928 798
930 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
931 */ 801 */
932void 802void
933maptile::clear () 803maptile::clear ()
934{ 804{
935 if (!spaces) 805 if (spaces)
936 return; 806 {
937
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 808 while (object *op = ms->bot)
940 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
941 if (op->head) 817 if (op == head)
942 op = op->head; 818 {
943
944 op->destroy_inv (false); 819 op->destroy_inv (false);
945 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
827 }
828
829 sfree0 (spaces, size ());
946 } 830 }
947
948 sfree (spaces, size ()), spaces = 0;
949 831
950 if (buttons) 832 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
952} 837}
953 838
954void 839void
955maptile::clear_header () 840maptile::clear_header ()
956{ 841{
986maptile::do_destroy () 871maptile::do_destroy ()
987{ 872{
988 attachable::do_destroy (); 873 attachable::do_destroy ();
989 874
990 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
991} 943}
992 944
993/* 945/*
994 * Updates every button on the map (by calling update_button() for them). 946 * Updates every button on the map (by calling update_button() for them).
995 */ 947 */
1042 994
1043 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1044 { 996 {
1045 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1046 998
1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1048 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1049
1050 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1051 } 1010 }
1052 } 1011 }
1053 1012
1054 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1055 1014
1094 else 1053 else
1095 darkness = new_level; 1054 darkness = new_level;
1096 1055
1097 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1098 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1099 return 1; 1059 return 1;
1100} 1060}
1101 1061
1102/* 1062/*
1103 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1106 * through, etc) 1066 * through, etc)
1107 */ 1067 */
1108void 1068void
1109mapspace::update_ () 1069mapspace::update_ ()
1110{ 1070{
1111 object *tmp, *last = 0; 1071 object *last = 0;
1112 uint8 flags = 0, light = 0, anywhere = 0; 1072 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; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1116 1074
1117 middle = blank_face; 1075 //object *middle = 0;
1118 top = blank_face; 1076 //object *top = 0;
1119 floor = blank_face; 1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1120 1082
1121 middle_obj = 0;
1122 top_obj = 0;
1123 floor_obj = 0;
1124
1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1126 { 1084 {
1127 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1128 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1129 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1130 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1131 */ 1089 */
1132 if (tmp->glow_radius > light)
1133 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1134 1091
1135 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1136 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1137 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1138 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1141 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1142 */ 1099 */
1143 if (!tmp->invisible) 1100 if (!tmp->invisible)
1144 { 1101 {
1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1147 top = tmp->face;
1148 top_obj = tmp; 1103 top = tmp;
1149 }
1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 { 1105 {
1152 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1153 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1154 */ 1108 */
1155 middle = blank_face; 1109 middle = 0;
1156 top = blank_face; 1110 top = 0;
1157 floor = tmp->face;
1158 floor_obj = tmp; 1111 floor = tmp;
1159 } 1112 }
1160 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 { 1115 {
1163 middle = tmp->face;
1164
1165 middle_obj = tmp; 1116 middle = tmp;
1166 anywhere = 1; 1117 anywhere = 1;
1167 } 1118 }
1119
1168 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1169 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1170 * top 1122 * top
1171 */ 1123 */
1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1173 {
1174 middle = tmp->face;
1175 middle_obj = tmp; 1125 middle = tmp;
1176 }
1177 } 1126 }
1178 1127
1179 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1180 { 1129 {
1181 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1188 move_off |= tmp->move_off; 1137 move_off |= tmp->move_off;
1189 move_allow |= tmp->move_allow; 1138 move_allow |= tmp->move_allow;
1190 1139
1191 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1192 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1193 if (tmp->type == PLAYER) flags |= P_PLAYER;
1194 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1195 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1196 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1197 } 1145 }
1198 1146
1216 * middle face. This should not happen, as we already have the 1164 * middle face. This should not happen, as we already have the
1217 * else statement above so middle should not get set. OTOH, it 1165 * else statement above so middle should not get set. OTOH, it
1218 * may be possible for the faces to match but be different objects. 1166 * may be possible for the faces to match but be different objects.
1219 */ 1167 */
1220 if (top == middle) 1168 if (top == middle)
1221 middle = blank_face; 1169 middle = 0;
1222 1170
1223 /* There are three posibilities at this point: 1171 /* There are three posibilities at this point:
1224 * 1) top face is set, need middle to be set. 1172 * 1) top face is set, need middle to be set.
1225 * 2) middle is set, need to set top. 1173 * 2) middle is set, need to set top.
1226 * 3) neither middle or top is set - need to set both. 1174 * 3) neither middle or top is set - need to set both.
1227 */ 1175 */
1228 1176
1229 for (tmp = last; tmp; tmp = tmp->below) 1177 for (object *tmp = last; tmp; tmp = tmp->below)
1230 { 1178 {
1231 /* Once we get to a floor, stop, since we already have a floor object */ 1179 /* Once we get to a floor, stop, since we already have a floor object */
1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break; 1181 break;
1234 1182
1235 /* If two top faces are already set, quit processing */ 1183 /* If two top faces are already set, quit processing */
1236 if ((top != blank_face) && (middle != blank_face)) 1184 if (top && middle)
1237 break; 1185 break;
1238 1186
1239 /* Only show visible faces */ 1187 /* Only show visible faces */
1240 if (!tmp->invisible) 1188 if (!tmp->invisible)
1241 { 1189 {
1242 /* Fill in top if needed */ 1190 /* Fill in top if needed */
1243 if (top == blank_face) 1191 if (!top)
1244 { 1192 {
1245 top = tmp->face;
1246 top_obj = tmp; 1193 top = tmp;
1247 if (top == middle) 1194 if (top == middle)
1248 middle = blank_face; 1195 middle = 0;
1249 } 1196 }
1250 else 1197 else
1251 { 1198 {
1252 /* top is already set - we should only get here if 1199 /* top is already set - we should only get here if
1253 * middle is not set 1200 * middle is not set
1254 * 1201 *
1255 * Set the middle face and break out, since there is nothing 1202 * Set the middle face and break out, since there is nothing
1256 * more to fill in. We don't check visiblity here, since 1203 * more to fill in. We don't check visiblity here, since
1257 * 1204 *
1258 */ 1205 */
1259 if (tmp->face != top) 1206 if (tmp != top)
1260 { 1207 {
1261 middle = tmp->face;
1262 middle_obj = tmp; 1208 middle = tmp;
1263 break; 1209 break;
1264 } 1210 }
1265 } 1211 }
1266 } 1212 }
1267 } 1213 }
1268 1214
1269 if (middle == floor) 1215 if (middle == floor)
1270 middle = blank_face; 1216 middle = 0;
1271 1217
1272 if (top == middle) 1218 if (top == middle)
1273 middle = blank_face; 1219 middle = 0;
1274 1220
1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1221#if 0
1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1222 faces_obj [0] = top;
1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1223 faces_obj [1] = middle;
1224 faces_obj [2] = floor;
1225#endif
1278} 1226}
1279 1227
1280/* this updates the orig_map->tile_map[tile_num] value after finding 1228uint64
1281 * the map. It also takes care of linking back the freshly found 1229mapspace::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{ 1230{
1288 maptile *mp = orig_map->tile_map [tile_num]; 1231 uint64 vol = 0;
1289 1232
1290 if (!mp) 1233 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1291 { 1234 vol += op->volume ();
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293 1235
1294 if (!mp) 1236 return vol;
1295 { 1237}
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 1238
1305 int dest_tile = (tile_num + 2) % 4; 1239bool
1240maptile::tile_available (int dir, bool load)
1241{
1242 if (!tile_path[dir])
1243 return 0;
1306 1244
1307 orig_map->tile_map [tile_num] = mp; 1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1;
1308 1247
1309 // optimisation: back-link map to origin map if euclidean 1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1310 //TODO: non-euclidean maps MUST GO 1249 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 1250
1314 return mp; 1251 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} 1252}
1322 1253
1323/* this returns TRUE if the coordinates (x,y) are out of 1254/* this returns TRUE if the coordinates (x,y) are out of
1324 * map m. This function also takes into account any 1255 * map m. This function also takes into account any
1325 * tiling considerations, loading adjacant maps as needed. 1256 * tiling considerations, loading adjacant maps as needed.
1338 if (!m) 1269 if (!m)
1339 return 0; 1270 return 0;
1340 1271
1341 if (x < 0) 1272 if (x < 0)
1342 { 1273 {
1343 if (!m->tile_path[3]) 1274 if (!m->tile_available (3))
1344 return 1; 1275 return 1;
1345 1276
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); 1277 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1350 } 1278 }
1351 1279
1352 if (x >= m->width) 1280 if (x >= m->width)
1353 { 1281 {
1354 if (!m->tile_path[1]) 1282 if (!m->tile_available (1))
1355 return 1; 1283 return 1;
1356 1284
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); 1285 return out_of_map (m->tile_map[1], x - m->width, y);
1361 } 1286 }
1362 1287
1363 if (y < 0) 1288 if (y < 0)
1364 { 1289 {
1365 if (!m->tile_path[0]) 1290 if (!m->tile_available (0))
1366 return 1; 1291 return 1;
1367 1292
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); 1293 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1372 } 1294 }
1373 1295
1374 if (y >= m->height) 1296 if (y >= m->height)
1375 { 1297 {
1376 if (!m->tile_path[2]) 1298 if (!m->tile_available (2))
1377 return 1; 1299 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 1300
1382 return out_of_map (m->tile_map[2], x, y - m->height); 1301 return out_of_map (m->tile_map[2], x, y - m->height);
1383 } 1302 }
1384 1303
1385 /* Simple case - coordinates are within this local 1304 /* Simple case - coordinates are within this local
1399maptile * 1318maptile *
1400maptile::xy_find (sint16 &x, sint16 &y) 1319maptile::xy_find (sint16 &x, sint16 &y)
1401{ 1320{
1402 if (x < 0) 1321 if (x < 0)
1403 { 1322 {
1404 if (!tile_path[3]) 1323 if (!tile_available (3))
1405 return 0; 1324 return 0;
1406 1325
1407 find_and_link (this, 3);
1408 x += tile_map[3]->width; 1326 x += tile_map[3]->width;
1409 return tile_map[3]->xy_find (x, y); 1327 return tile_map[3]->xy_find (x, y);
1410 } 1328 }
1411 1329
1412 if (x >= width) 1330 if (x >= width)
1413 { 1331 {
1414 if (!tile_path[1]) 1332 if (!tile_available (1))
1415 return 0; 1333 return 0;
1416 1334
1417 find_and_link (this, 1);
1418 x -= width; 1335 x -= width;
1419 return tile_map[1]->xy_find (x, y); 1336 return tile_map[1]->xy_find (x, y);
1420 } 1337 }
1421 1338
1422 if (y < 0) 1339 if (y < 0)
1423 { 1340 {
1424 if (!tile_path[0]) 1341 if (!tile_available (0))
1425 return 0; 1342 return 0;
1426 1343
1427 find_and_link (this, 0);
1428 y += tile_map[0]->height; 1344 y += tile_map[0]->height;
1429 return tile_map[0]->xy_find (x, y); 1345 return tile_map[0]->xy_find (x, y);
1430 } 1346 }
1431 1347
1432 if (y >= height) 1348 if (y >= height)
1433 { 1349 {
1434 if (!tile_path[2]) 1350 if (!tile_available (2))
1435 return 0; 1351 return 0;
1436 1352
1437 find_and_link (this, 2);
1438 y -= height; 1353 y -= height;
1439 return tile_map[2]->xy_find (x, y); 1354 return tile_map[2]->xy_find (x, y);
1440 } 1355 }
1441 1356
1442 /* Simple case - coordinates are within this local 1357 /* Simple case - coordinates are within this local
1447 1362
1448/** 1363/**
1449 * Return whether map2 is adjacent to map1. If so, store the distance from 1364 * Return whether map2 is adjacent to map1. If so, store the distance from
1450 * map1 to map2 in dx/dy. 1365 * map1 to map2 in dx/dy.
1451 */ 1366 */
1452static int 1367int
1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1368adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{ 1369{
1455 if (!map1 || !map2) 1370 if (!map1 || !map2)
1456 return 0; 1371 return 0;
1457 1372
1458 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1373 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1459 //fix: compare paths instead (this is likely faster, too!) 1374 //fix: compare paths instead (this is likely faster, too!)
1460 if (map1 == map2) 1375 if (map1 == map2)
1461 { 1376 {
1462 *dx = 0; 1377 *dx = 0;
1463 *dy = 0; 1378 *dy = 0;
1548/* From map.c 1463/* From map.c
1549 * This is used by get_player to determine where the other 1464 * This is used by get_player to determine where the other
1550 * creature is. get_rangevector takes into account map tiling, 1465 * creature is. get_rangevector takes into account map tiling,
1551 * so you just can not look the the map coordinates and get the 1466 * so you just can not look the the map coordinates and get the
1552 * righte value. distance_x/y are distance away, which 1467 * righte value. distance_x/y are distance away, which
1553 * can be negativbe. direction is the crossfire direction scheme 1468 * can be negative. direction is the crossfire direction scheme
1554 * that the creature should head. part is the part of the 1469 * that the creature should head. part is the part of the
1555 * monster that is closest. 1470 * monster that is closest.
1556 * 1471 *
1557 * get_rangevector looks at op1 and op2, and fills in the 1472 * get_rangevector looks at op1 and op2, and fills in the
1558 * structure for op1 to get to op2. 1473 * structure for op1 to get to op2.
1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1484get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{ 1485{
1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1486 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 { 1487 {
1573 /* be conservative and fill in _some_ data */ 1488 /* be conservative and fill in _some_ data */
1574 retval->distance = 100000; 1489 retval->distance = 10000;
1575 retval->distance_x = 32767; 1490 retval->distance_x = 10000;
1576 retval->distance_y = 32767; 1491 retval->distance_y = 10000;
1577 retval->direction = 0; 1492 retval->direction = 0;
1578 retval->part = 0; 1493 retval->part = 0;
1579 } 1494 }
1580 else 1495 else
1581 { 1496 {
1586 1501
1587 best = op1; 1502 best = op1;
1588 /* If this is multipart, find the closest part now */ 1503 /* If this is multipart, find the closest part now */
1589 if (!(flags & 0x1) && op1->more) 1504 if (!(flags & 0x1) && op1->more)
1590 { 1505 {
1591 object *tmp;
1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1506 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1593 1507
1594 /* we just take the offset of the piece to head to figure 1508 /* we just take the offset of the piece to head to figure
1595 * distance instead of doing all that work above again 1509 * distance instead of doing all that work above again
1596 * since the distance fields we set above are positive in the 1510 * since the distance fields we set above are positive in the
1597 * same axis as is used for multipart objects, the simply arithmetic 1511 * same axis as is used for multipart objects, the simply arithmetic
1598 * below works. 1512 * below works.
1599 */ 1513 */
1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1514 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1601 { 1515 {
1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1516 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); 1517 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1604 if (tmpi < best_distance) 1518 if (tmpi < best_distance)
1605 { 1519 {
1606 best_distance = tmpi; 1520 best_distance = tmpi;
1607 best = tmp; 1521 best = tmp;
1608 } 1522 }
1609 } 1523 }
1524
1610 if (best != op1) 1525 if (best != op1)
1611 { 1526 {
1612 retval->distance_x += op1->x - best->x; 1527 retval->distance_x += op1->x - best->x;
1613 retval->distance_y += op1->y - best->y; 1528 retval->distance_y += op1->y - best->y;
1614 } 1529 }
1615 } 1530 }
1531
1616 retval->part = best; 1532 retval->part = best;
1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1619 } 1535 }
1620} 1536}
1621 1537
1622/* this is basically the same as get_rangevector above, but instead of 1538/* 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 1543 * 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 1544 * 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 1545 * for something in the future. Also, since no object is pasted, the best
1630 * field of the rv_vector is set to NULL. 1546 * field of the rv_vector is set to NULL.
1631 */ 1547 */
1632
1633void 1548void
1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1549get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1635{ 1550{
1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1551 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 { 1552 {
1638 /* be conservative and fill in _some_ data */ 1553 /* be conservative and fill in _some_ data */
1639 retval->distance = 100000; 1554 retval->distance = 100000;
1646 { 1561 {
1647 retval->distance_x += op2->x - x; 1562 retval->distance_x += op2->x - x;
1648 retval->distance_y += op2->y - y; 1563 retval->distance_y += op2->y - y;
1649 1564
1650 retval->part = NULL; 1565 retval->part = NULL;
1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1566 retval->distance = idistance (retval->distance_x, retval->distance_y);
1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1653 } 1568 }
1654} 1569}
1655 1570
1656/* Returns true of op1 and op2 are effectively on the same map 1571/* Returns true of op1 and op2 are effectively on the same map
1670} 1585}
1671 1586
1672object * 1587object *
1673maptile::insert (object *op, int x, int y, object *originator, int flags) 1588maptile::insert (object *op, int x, int y, object *originator, int flags)
1674{ 1589{
1675 if (!op->flag [FLAG_REMOVED])
1676 op->remove ();
1677
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1590 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679} 1591}
1680 1592
1593region *
1594maptile::region (int x, int y) const
1595{
1596 if (regions
1597 && regionmap
1598 && !OUT_OF_REAL_MAP (this, x, y))
1599 if (struct region *reg = regionmap [regions [y * width + x]])
1600 return reg;
1601
1602 if (default_region)
1603 return default_region;
1604
1605 return ::region::default_region ();
1606}
1607
1608/* picks a random object from a style map.
1609 */
1610object *
1611maptile::pick_random_object (rand_gen &gen) const
1612{
1613 /* while returning a null object will result in a crash, that
1614 * is actually preferable to an infinite loop. That is because
1615 * most servers will automatically restart in case of crash.
1616 * Change the logic on getting the random space - shouldn't make
1617 * any difference, but this seems clearer to me.
1618 */
1619 for (int i = 1000; --i;)
1620 {
1621 object *pick = at (gen (width), gen (height)).bot;
1622
1623 // do not prefer big monsters just because they are big.
1624 if (pick && pick->is_head ())
1625 return pick->head_ ();
1626 }
1627
1628 // instead of crashing in the unlikely(?) case, try to return *something*
1629 return archetype::find ("bug");
1630}
1631
1632void
1633maptile::play_sound (faceidx sound, int x, int y) const
1634{
1635 if (!sound)
1636 return;
1637
1638 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns)
1641 {
1642 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y;
1644
1645 int distance = idistance (dx, dy);
1646
1647 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy);
1649 }
1650}
1651

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