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Comparing deliantra/server/common/map.C (file contents):
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC vs.
Revision 1.146 by root, Sun Aug 17 22:46:26 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); 250}
251
252void
253maptile::set_object_flag (int flag, int value)
254{
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261}
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);
332} 274}
333 275
334/* 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
335 * 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
336 * 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
337 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 280 */
340void 281void
341maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
342{ 283{
343 if (!spaces) 284 if (!spaces)
344 return; 285 return;
345 286
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
348 { 291 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 293 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 294 {
363 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
364 297
365 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 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
380 } 305 }
306 else
307 op = op->above;
381 } 308 }
382
383 tmp = above;
384 } 309 }
385} 310}
386 311
387/* 312/*
388 * 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
389 * file pointer. 314 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 315 */
392bool 316bool
393maptile::load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
394{ 318{
395 int unique; 319 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 320 {
403 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 322
405 * or editor will not be able to do anything with it either. 323 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 324 {
409 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
410 continue; 360 continue;
411 }
412 361
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 362 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
426 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
427 break; 368 break;
428 } 369 }
429 370
430 op = object::create (); 371 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 372 }
451#endif
452 373
453 return true; 374 return true;
454} 375}
455 376
456void 377void
457maptile::activate () 378maptile::activate ()
458{ 379{
459 if (!spaces) 380 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 383 op->activate_recursive ();
465} 384}
466 385
467void 386void
468maptile::deactivate () 387maptile::deactivate ()
469{ 388{
470 if (!spaces) 389 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 392 op->deactivate_recursive ();
476} 393}
477 394
478bool 395bool
479maptile::save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
480{ 397{
398 coroapi::cede_to_tick ();
399
481 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
482 save_header (freezer); 401 _save_header (f);
483 402
484 if (!spaces) 403 if (!spaces)
485 return false; 404 return false;
486 405
487 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
488 { 407 {
489 int unique = 0; 408 bool unique = 0;
409
490 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
491 { 411 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 413
495 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
496 continue; 415 continue;
497 416
498 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 418 {
500 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 420 op->write (f);
502 } 421 }
503 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 423 op->write (f);
505 } 424 }
506 } 425 }
507 426
427 coroapi::cede_to_tick ();
428
508 return true; 429 return true;
509} 430}
510 431
511bool 432bool
512maptile::load_objects (const char *path, bool skip_header) 433maptile::_save_objects (const char *path, int flags)
513{ 434{
514 object_thawer thawer (path); 435 object_freezer freezer;
515 436
516 if (!thawer) 437 if (!_save_objects (freezer, flags))
517 return false; 438 return false;
518 439
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 440 return freezer.save (path);
542} 441}
543 442
544maptile::maptile () 443maptile::maptile ()
545{ 444{
546 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
547 446
548 /* 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
549 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
550 */ 449 */
551 width = 16; 450 width = 16;
552 height = 16; 451 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 452 timeout = 300;
555 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 454 max_volume = 2000000; // 2m³
557} 455}
558 456
559maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
560{ 458{
561 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
707 * 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
708 * 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.
709 * MSW 2001-07-01 607 * MSW 2001-07-01
710 */ 608 */
711bool 609bool
712maptile::load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
713{ 611{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 612 for (;;)
719 { 613 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 614 switch (thawer.kw)
723 { 615 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 616 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
733 break; 618 break;
734 619
735 case KW_lore: // CF+ extension 620 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
768 653
769 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
770 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;
771 658
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 661
775 // old names new names 662 // old names new names
776 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;
777 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;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 677
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
791 default: 686 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 687 if (!thawer.parse_error ("map", 0))
688 return false;
793 break; 689 break;
794 } 690 }
691
692 thawer.next ();
795 } 693 }
796 694
797 abort (); 695 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 696}
810 697
811/****************************************************************************** 698/******************************************************************************
812 * This is the start of unique map handling code 699 * This is the start of unique map handling code
813 *****************************************************************************/ 700 *****************************************************************************/
824 object *above = op->above; 711 object *above = op->above;
825 712
826 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))
827 unique = 1; 714 unique = 1;
828 715
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 { 717 {
831 op->destroy_inv (false); 718 op->destroy_inv (false);
832 op->destroy (); 719 op->destroy ();
833 } 720 }
834 721
836 } 723 }
837 } 724 }
838} 725}
839 726
840bool 727bool
841maptile::save_header (object_freezer &freezer) 728maptile::_save_header (object_freezer &freezer)
842{ 729{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 730#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 732
846 MAP_OUT2 (arch, "map"); 733 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
854 743
855 if (region) MAP_OUT2 (region, region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
856 745
857 if (shopitems) 746 if (shopitems)
858 { 747 {
859 char shop[MAX_BUF]; 748 char shop[MAX_BUF];
860 print_shop_string (this, shop); 749 print_shop_string (this, shop);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 781
782 freezer.put (this);
893 freezer.put (KW_end); 783 freezer.put (KW_end);
894 784
895 return true; 785 return true;
896} 786}
897 787
898bool 788bool
899maptile::save_header (const char *path) 789maptile::_save_header (const char *path)
900{ 790{
901 object_freezer freezer; 791 object_freezer freezer;
902 792
903 if (!save_header (freezer)) 793 if (!_save_header (freezer))
904 return false; 794 return false;
905 795
906 return freezer.save (path); 796 return freezer.save (path);
907} 797}
908 798
910 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
911 */ 801 */
912void 802void
913maptile::clear () 803maptile::clear ()
914{ 804{
915 if (!spaces) 805 if (spaces)
916 return; 806 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 808 while (object *op = ms->bot)
920 { 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_ ();
921 if (op->head) 817 if (op == head)
922 op = op->head; 818 {
923
924 op->destroy_inv (false); 819 op->destroy_inv (false);
925 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 ());
926 } 830 }
927
928 sfree (spaces, size ()), spaces = 0;
929 831
930 if (buttons) 832 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
932} 837}
933 838
934void 839void
935maptile::clear_header () 840maptile::clear_header ()
936{ 841{
966maptile::do_destroy () 871maptile::do_destroy ()
967{ 872{
968 attachable::do_destroy (); 873 attachable::do_destroy ();
969 874
970 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 }
971} 943}
972 944
973/* 945/*
974 * 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).
975 */ 947 */
1022 994
1023 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1024 { 996 {
1025 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1026 998
1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1028 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1029
1030 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 }
1031 } 1010 }
1032 } 1011 }
1033 1012
1034 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1035 1014
1074 else 1053 else
1075 darkness = new_level; 1054 darkness = new_level;
1076 1055
1077 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1078 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1079 return 1; 1059 return 1;
1080} 1060}
1081 1061
1082/* 1062/*
1083 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1086 * through, etc) 1066 * through, etc)
1087 */ 1067 */
1088void 1068void
1089mapspace::update_ () 1069mapspace::update_ ()
1090{ 1070{
1091 object *tmp, *last = 0; 1071 object *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1093 New_Face *top, *floor, *middle;
1094 object *top_obj, *floor_obj, *middle_obj;
1095 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;
1096 1074
1097 middle = blank_face; 1075 //object *middle = 0;
1098 top = blank_face; 1076 //object *top = 0;
1099 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;
1100 1082
1101 middle_obj = 0;
1102 top_obj = 0;
1103 floor_obj = 0;
1104
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1084 {
1107 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1108 * 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
1109 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1110 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1111 */ 1089 */
1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1114 1091
1115 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1116 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1117 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1118 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1121 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1122 */ 1099 */
1123 if (!tmp->invisible) 1100 if (!tmp->invisible)
1124 { 1101 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1103 top = tmp;
1129 }
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1105 {
1132 /* 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,
1133 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1134 */ 1108 */
1135 middle = blank_face; 1109 middle = 0;
1136 top = blank_face; 1110 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1111 floor = tmp;
1139 } 1112 }
1140 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1115 {
1143 middle = tmp->face;
1144
1145 middle_obj = tmp; 1116 middle = tmp;
1146 anywhere = 1; 1117 anywhere = 1;
1147 } 1118 }
1119
1148 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1150 * top 1122 * top
1151 */ 1123 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp; 1125 middle = tmp;
1156 }
1157 } 1126 }
1158 1127
1159 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1160 { 1129 {
1161 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1196 * middle face. This should not happen, as we already have the 1165 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1166 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1167 * may be possible for the faces to match but be different objects.
1199 */ 1168 */
1200 if (top == middle) 1169 if (top == middle)
1201 middle = blank_face; 1170 middle = 0;
1202 1171
1203 /* There are three posibilities at this point: 1172 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1207 */ 1176 */
1208 1177
1209 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1210 { 1179 {
1211 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1182 break;
1214 1183
1215 /* If two top faces are already set, quit processing */ 1184 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1185 if (top && middle)
1217 break; 1186 break;
1218 1187
1219 /* Only show visible faces, unless its the editor - show all */ 1188 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1189 if (!tmp->invisible)
1221 { 1190 {
1222 /* Fill in top if needed */ 1191 /* Fill in top if needed */
1223 if (top == blank_face) 1192 if (!top)
1224 { 1193 {
1225 top = tmp->face;
1226 top_obj = tmp; 1194 top = tmp;
1227 if (top == middle) 1195 if (top == middle)
1228 middle = blank_face; 1196 middle = 0;
1229 } 1197 }
1230 else 1198 else
1231 { 1199 {
1232 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1233 * middle is not set 1201 * middle is not set
1234 * 1202 *
1235 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1237 * 1205 *
1238 */ 1206 */
1239 if (tmp->face != top) 1207 if (tmp != top)
1240 { 1208 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1209 middle = tmp;
1243 break; 1210 break;
1244 } 1211 }
1245 } 1212 }
1246 } 1213 }
1247 } 1214 }
1248 1215
1249 if (middle == floor) 1216 if (middle == floor)
1250 middle = blank_face; 1217 middle = 0;
1251 1218
1252 if (top == middle) 1219 if (top == middle)
1253 middle = blank_face; 1220 middle = 0;
1254 1221
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1222#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1223 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1224 faces_obj [1] = middle;
1225 faces_obj [2] = floor;
1226#endif
1258} 1227}
1259 1228
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1229uint64
1261 * the map. It also takes care of linking back the freshly loaded 1230mapspace::volume () const
1262 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1264 * so that it is easier for calling functions to verify success.
1265 */
1266static maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1268{ 1231{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1232 uint64 vol = 0;
1270 1233
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1272 { 1235 vol += op->volume ();
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 }
1280 1236
1281 int dest_tile = (tile_num + 2) % 4; 1237 return vol;
1238}
1282 1239
1283 orig_map->tile_map[tile_num] = mp; 1240bool
1241maptile::tile_available (int dir, bool load)
1242{
1243 if (!tile_path[dir])
1244 return 0;
1284 1245
1285 // optimisation: back-link map to origin map if euclidean 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1286 //TODO: non-euclidean maps MUST GO 1247 return 1;
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289 1248
1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250 return 1;
1251
1290 return mp; 1252 return 0;
1291} 1253}
1292 1254
1293/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1308 if (!m) 1270 if (!m)
1309 return 0; 1271 return 0;
1310 1272
1311 if (x < 0) 1273 if (x < 0)
1312 { 1274 {
1313 if (!m->tile_path[3]) 1275 if (!m->tile_available (3))
1314 return 1; 1276 return 1;
1315 1277
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1279 }
1321 1280
1322 if (x >= m->width) 1281 if (x >= m->width)
1323 { 1282 {
1324 if (!m->tile_path[1]) 1283 if (!m->tile_available (1))
1325 return 1; 1284 return 1;
1326 1285
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1286 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1287 }
1332 1288
1333 if (y < 0) 1289 if (y < 0)
1334 { 1290 {
1335 if (!m->tile_path[0]) 1291 if (!m->tile_available (0))
1336 return 1; 1292 return 1;
1337 1293
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1295 }
1343 1296
1344 if (y >= m->height) 1297 if (y >= m->height)
1345 { 1298 {
1346 if (!m->tile_path[2]) 1299 if (!m->tile_available (2))
1347 return 1; 1300 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351 1301
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1302 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1303 }
1354 1304
1355 /* Simple case - coordinates are within this local 1305 /* Simple case - coordinates are within this local
1360 1310
1361/* This is basically the same as out_of_map above, but 1311/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1312 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1313 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1314 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1315 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1316 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1317 * and then figuring out what the real map is
1368 */ 1318 */
1369maptile * 1319maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1320maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1321{
1372 if (*x < 0) 1322 if (x < 0)
1373 { 1323 {
1374 if (!m->tile_path[3]) 1324 if (!tile_available (3))
1375 return 0; 1325 return 0;
1376 1326
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1327 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1328 return tile_map[3]->xy_find (x, y);
1382 } 1329 }
1383 1330
1384 if (*x >= m->width) 1331 if (x >= width)
1385 { 1332 {
1386 if (!m->tile_path[1]) 1333 if (!tile_available (1))
1387 return 0; 1334 return 0;
1388 1335
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1336 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1337 return tile_map[1]->xy_find (x, y);
1394 } 1338 }
1395 1339
1396 if (*y < 0) 1340 if (y < 0)
1397 { 1341 {
1398 if (!m->tile_path[0]) 1342 if (!tile_available (0))
1399 return 0; 1343 return 0;
1400 1344
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1345 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1346 return tile_map[0]->xy_find (x, y);
1406 } 1347 }
1407 1348
1408 if (*y >= m->height) 1349 if (y >= height)
1409 { 1350 {
1410 if (!m->tile_path[2]) 1351 if (!tile_available (2))
1411 return 0; 1352 return 0;
1412 1353
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1354 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1355 return tile_map[2]->xy_find (x, y);
1418 } 1356 }
1419 1357
1420 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1421 * map. 1359 * map.
1422 */ 1360 */
1423 return m; 1361 return this;
1424} 1362}
1425 1363
1426/** 1364/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1365 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1366 * map1 to map2 in dx/dy.
1429 */ 1367 */
1430static int 1368int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1370{
1433 if (!map1 || !map2) 1371 if (!map1 || !map2)
1434 return 0; 1372 return 0;
1435 1373
1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1375 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1376 if (map1 == map2)
1437 { 1377 {
1438 *dx = 0; 1378 *dx = 0;
1439 *dy = 0; 1379 *dy = 0;
1440 } 1380 }
1500 } 1440 }
1501 else 1441 else
1502 return 0; 1442 return 0;
1503 1443
1504 return 1; 1444 return 1;
1445}
1446
1447maptile *
1448maptile::xy_load (sint16 &x, sint16 &y)
1449{
1450 maptile *map = xy_find (x, y);
1451
1452 if (map)
1453 map->load_sync ();
1454
1455 return map;
1456}
1457
1458maptile *
1459get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1460{
1461 return m->xy_load (*x, *y);
1505} 1462}
1506 1463
1507/* From map.c 1464/* From map.c
1508 * This is used by get_player to determine where the other 1465 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1466 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1467 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1468 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1469 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1470 * that the creature should head. part is the part of the
1514 * monster that is closest. 1471 * monster that is closest.
1515 * 1472 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1473 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1474 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1486{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1487 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1488 {
1532 /* be conservative and fill in _some_ data */ 1489 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1490 retval->distance = 10000;
1534 retval->distance_x = 32767; 1491 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1492 retval->distance_y = 10000;
1536 retval->direction = 0; 1493 retval->direction = 0;
1537 retval->part = 0; 1494 retval->part = 0;
1538 } 1495 }
1539 else 1496 else
1540 { 1497 {
1545 1502
1546 best = op1; 1503 best = op1;
1547 /* If this is multipart, find the closest part now */ 1504 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1505 if (!(flags & 0x1) && op1->more)
1549 { 1506 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1507 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1508
1553 /* we just take the offset of the piece to head to figure 1509 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1510 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1511 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1512 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1513 * below works.
1558 */ 1514 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1515 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1516 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1517 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1518 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1519 if (tmpi < best_distance)
1564 { 1520 {
1565 best_distance = tmpi; 1521 best_distance = tmpi;
1566 best = tmp; 1522 best = tmp;
1567 } 1523 }
1568 } 1524 }
1525
1569 if (best != op1) 1526 if (best != op1)
1570 { 1527 {
1571 retval->distance_x += op1->x - best->x; 1528 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1529 retval->distance_y += op1->y - best->y;
1573 } 1530 }
1574 } 1531 }
1532
1575 retval->part = best; 1533 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1536 }
1579} 1537}
1580 1538
1581/* this is basically the same as get_rangevector above, but instead of 1539/* this is basically the same as get_rangevector above, but instead of
1586 * flags has no meaning for this function at this time - I kept it in to 1544 * flags has no meaning for this function at this time - I kept it in to
1587 * be more consistant with the above function and also in case they are needed 1545 * be more consistant with the above function and also in case they are needed
1588 * for something in the future. Also, since no object is pasted, the best 1546 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1547 * field of the rv_vector is set to NULL.
1590 */ 1548 */
1591
1592void 1549void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1550get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1551{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1552 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1553 {
1597 /* be conservative and fill in _some_ data */ 1554 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1555 retval->distance = 100000;
1605 { 1562 {
1606 retval->distance_x += op2->x - x; 1563 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1564 retval->distance_y += op2->y - y;
1608 1565
1609 retval->part = NULL; 1566 retval->part = NULL;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1567 retval->distance = idistance (retval->distance_x, retval->distance_y);
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1569 }
1613} 1570}
1614 1571
1615/* Returns true of op1 and op2 are effectively on the same map 1572/* Returns true of op1 and op2 are effectively on the same map
1629} 1586}
1630 1587
1631object * 1588object *
1632maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1633{ 1590{
1634 if (!op->flag [FLAG_REMOVED])
1635 op->remove ();
1636
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1592}
1639 1593
1594region *
1595maptile::region (int x, int y) const
1596{
1597 if (regions
1598 && regionmap
1599 && !OUT_OF_REAL_MAP (this, x, y))
1600 if (struct region *reg = regionmap [regions [y * width + x]])
1601 return reg;
1602
1603 if (default_region)
1604 return default_region;
1605
1606 return ::region::default_region ();
1607}
1608
1609/* picks a random object from a style map.
1610 */
1611object *
1612maptile::pick_random_object (rand_gen &gen) const
1613{
1614 /* while returning a null object will result in a crash, that
1615 * is actually preferable to an infinite loop. That is because
1616 * most servers will automatically restart in case of crash.
1617 * Change the logic on getting the random space - shouldn't make
1618 * any difference, but this seems clearer to me.
1619 */
1620 for (int i = 1000; --i;)
1621 {
1622 object *pick = at (gen (width), gen (height)).bot;
1623
1624 // do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ())
1626 return pick->head_ ();
1627 }
1628
1629 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug");
1631}
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns)
1642 {
1643 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y;
1645
1646 int distance = idistance (dx, dy);
1647
1648 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy);
1650 }
1651}
1652

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