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Comparing deliantra/server/common/map.C (file contents):
Revision 1.102 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly. 86 * directly.
157 */ 87 */
158 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
159 89
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
161 92
162 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 95 * things we need to do for players.
165 */ 96 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 98 return 0;
168 99
169 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
181 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
185 */ 116 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 118 {
188
189 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
192 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
194 * pass through this space. 126 * pass through this space.
195 */ 127 */
196 if (tmp->last_sp) 128 if (tmp->last_sp)
197 { 129 {
198 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
199 return 1; 131 return 1;
200 else
201 continue;
202 } 132 }
203 else 133 else
204 { 134 {
205 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
206 * if they do, they can't pass through. 136 * if they do, they can't pass through.
207 */ 137 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
209 return 1; 139 return 1;
210 else
211 continue;
212 } 140 }
213 } /* if check_inv */ 141 }
214 else 142 else
215 { 143 {
216 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
218 * movement, can't move here. 146 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a 147 * second - if a monster, can't move there, unless it is a
220 * hidden dm 148 * dm.
221 */ 149 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 151 return 1;
224 152
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) 153 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob 154 && tmp->head_ () != ob
227 && tmp != ob 155 && tmp != ob
228 && tmp->type != DOOR 156 && tmp->type != DOOR
229 && !tmp->flag [FLAG_WIZ] 157 && !tmp->flag [FLAG_WIZ])
230 && tmp->contr->hidden)
231 return 1; 158 return 1;
232 } 159 }
233
234 } 160 }
161
235 return 0; 162 return 0;
236} 163}
237 164
238/* 165/*
239 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
240 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
241 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
242 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
243 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
244 * 171 *
245 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
246 * 173 *
247 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
248 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
259 * 186 *
260 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
261 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
262 * against the move_block values. 189 * against the move_block values.
263 */ 190 */
264int 191bool
265ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
266{ 193{
267 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
268 int flag;
269 maptile *m1;
270 sint16 sx, sy;
271
272 if (!ob)
273 {
274 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
275 if (flag & P_OUT_OF_MAP)
276 return P_OUT_OF_MAP;
277
278 /* don't have object, so don't know what types would block */
279 return m1->at (sx, sy).move_block;
280 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
281 197
282 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
283 { 199 return 1;
284 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
285 200
286 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
287 return P_OUT_OF_MAP; 202
288 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
289 return P_IS_ALIVE; 204 return 1;
290 205
291 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
292 207 * (signifying non-moving objects)
293 /* find_first_free_spot() calls this function. However, often
294 * ob doesn't have any move type (when used to place exits)
295 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
296 */ 209 */
297
298 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
299 continue; 211 continue;
300 212
301 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
302 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
303 */ 215 */
304 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
305 return P_NO_PASS; 217 return 1;
306 } 218 }
307 219
308 return 0; 220 return 0;
309} 221}
310 222
328 240
329 insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
330 tmp = next; 242 tmp = next;
331 } 243 }
332 244
333 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
334 * carrying. 246 //TODO: remove
335 */ 247 container->update_weight ();
336 sum_weight (container);
337} 248}
338 249
339void 250void
340maptile::set_object_flag (int flag, int value) 251maptile::set_object_flag (int flag, int value)
341{ 252{
343 return; 254 return;
344 255
345 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
346 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
347 tmp->flag [flag] = value; 258 tmp->flag [flag] = value;
259}
260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
348} 272}
349 273
350/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
351 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
352 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
357{ 281{
358 if (!spaces) 282 if (!spaces)
359 return; 283 return;
360 284
361 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above) 286 {
287 object *op = ms->bot;
288 while (op)
363 { 289 {
364 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
365 if (op->head_ () == op && !op->more && op->arch->more) 291 if (op->head_ () == op && !op->more && op->arch->more)
366 { 292 {
367 op->remove (); 293 op->remove ();
368 op->expand_tail (); 294 op->expand_tail ();
295
296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
369 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
370 } 303 }
304 else
305 op = op->above;
371 } 306 }
307 }
372} 308}
373 309
374/* 310/*
375 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
376 * file pointer. 312 * file pointer.
378bool 314bool
379maptile::_load_objects (object_thawer &f) 315maptile::_load_objects (object_thawer &f)
380{ 316{
381 for (;;) 317 for (;;)
382 { 318 {
383 coroapi::cede_to_tick_every (100); // cede once in a while 319 coroapi::cede_to_tick (); // cede once in a while
384 320
385 switch (f.kw) 321 switch (f.kw)
386 { 322 {
387 case KW_arch: 323 case KW_arch:
388 if (object *op = object::read (f, this)) 324 if (object *op = object::read (f, this))
389 { 325 {
326 // TODO: why?
390 if (op->inv) 327 if (op->inv)
391 sum_weight (op); 328 op->update_weight ();
392 329
393 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
394 } 353 }
395 354
396 continue; 355 continue;
397 356
398 case KW_EOF: 357 case KW_EOF:
411} 370}
412 371
413void 372void
414maptile::activate () 373maptile::activate ()
415{ 374{
416 active = true;
417
418 if (spaces) 375 if (spaces)
419 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
420 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
421 op->activate_recursive (); 378 op->activate_recursive ();
422} 379}
423 380
424void 381void
425maptile::deactivate () 382maptile::deactivate ()
426{ 383{
427 active = false;
428
429 if (spaces) 384 if (spaces)
430 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
431 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
432 op->deactivate_recursive (); 387 op->deactivate_recursive ();
433} 388}
443 if (!spaces) 398 if (!spaces)
444 return false; 399 return false;
445 400
446 for (int i = 0; i < size (); ++i) 401 for (int i = 0; i < size (); ++i)
447 { 402 {
448 int unique = 0; 403 bool unique = 0;
404
449 for (object *op = spaces [i].bot; op; op = op->above) 405 for (object *op = spaces [i].bot; op; op = op->above)
450 { 406 {
451 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
452 unique = 1;
453 408
454 if (!op->can_map_save ()) 409 if (expect_false (!op->can_map_save ()))
455 continue; 410 continue;
456 411
457 if (unique || op->flag [FLAG_UNIQUE]) 412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
458 { 413 {
459 if (flags & IO_UNIQUES) 414 if (flags & IO_UNIQUES)
460 op->write (f); 415 op->write (f);
461 } 416 }
462 else if (flags & IO_OBJECTS) 417 else if (expect_true (flags & IO_OBJECTS))
463 op->write (f); 418 op->write (f);
464 } 419 }
465 } 420 }
466 421
467 coroapi::cede_to_tick (); 422 coroapi::cede_to_tick ();
468 423
469 return true; 424 return true;
470}
471
472bool
473maptile::_load_objects (const char *path, bool skip_header)
474{
475 object_thawer f (path);
476
477 if (!f)
478 return false;
479
480 f.next ();
481
482 if (skip_header)
483 for (;;)
484 {
485 keyword kw = f.kw;
486 f.skip ();
487 if (kw == KW_end)
488 break;
489 }
490
491 return _load_objects (f);
492} 425}
493 426
494bool 427bool
495maptile::_save_objects (const char *path, int flags) 428maptile::_save_objects (const char *path, int flags)
496{ 429{
671bool 604bool
672maptile::_load_header (object_thawer &thawer) 605maptile::_load_header (object_thawer &thawer)
673{ 606{
674 for (;;) 607 for (;;)
675 { 608 {
676 keyword kw = thawer.get_kv ();
677
678 switch (kw) 609 switch (thawer.kw)
679 { 610 {
680 case KW_msg: 611 case KW_msg:
681 thawer.get_ml (KW_endmsg, msg); 612 thawer.get_ml (KW_endmsg, msg);
682 break; 613 break;
683 614
715 case KW_winddir: thawer.get (winddir); break; 646 case KW_winddir: thawer.get (winddir); break;
716 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
717 648
718 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
719 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
720 653
721 case KW_region: default_region = region::find (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723 656
724 // old names new names 657 // old names new names
735 case KW_tile_path_1: thawer.get (tile_path [0]); break; 668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break; 669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break; 670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break; 671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739 672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
740 case KW_end: 677 case KW_end:
678 thawer.next ();
741 return true; 679 return true;
742 680
743 default: 681 default:
744 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map", 0))
745 return false; 683 return false;
746 break; 684 break;
747 } 685 }
686
687 thawer.next ();
748 } 688 }
749 689
750 abort (); 690 abort ();
751}
752
753bool
754maptile::_load_header (const char *path)
755{
756 object_thawer thawer (path);
757
758 if (!thawer)
759 return false;
760
761 return _load_header (thawer);
762} 691}
763 692
764/****************************************************************************** 693/******************************************************************************
765 * This is the start of unique map handling code 694 * This is the start of unique map handling code
766 *****************************************************************************/ 695 *****************************************************************************/
778 707
779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
780 unique = 1; 709 unique = 1;
781 710
782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
783 {
784 op->destroy_inv (false);
785 op->destroy (); 712 op->destroy ();
786 }
787 713
788 op = above; 714 op = above;
789 } 715 }
790 } 716 }
791} 717}
801 if (name) MAP_OUT (name); 727 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
803 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
806 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
807 735
808 if (default_region) MAP_OUT2 (region, default_region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
809 737
810 if (shopitems) 738 if (shopitems)
864 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
865 */ 793 */
866void 794void
867maptile::clear () 795maptile::clear ()
868{ 796{
869 sfree (regions, size ()), regions = 0;
870 free (regionmap), regionmap = 0;
871
872 if (spaces) 797 if (spaces)
873 { 798 {
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 while (object *op = ms->bot->head_ ()) 800 while (object *op = ms->bot)
876 { 801 {
877 op->destroy_inv (false); 802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
809 if (op == head)
878 op->destroy (); 810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
879 } 816 }
880 817
881 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
882 } 819 }
883 820
884 if (buttons) 821 if (buttons)
885 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
886} 826}
887 827
888void 828void
889maptile::clear_header () 829maptile::clear_header ()
890{ 830{
922 attachable::do_destroy (); 862 attachable::do_destroy ();
923 863
924 clear (); 864 clear ();
925} 865}
926 866
927/* 867/* decay and destroy perishable items in a map */
928 * Updates every button on the map (by calling update_button() for them).
929 */
930void 868void
931maptile::update_buttons () 869maptile::do_decay_objects ()
932{ 870{
933 for (oblinkpt *obp = buttons; obp; obp = obp->next) 871 if (!spaces)
934 for (objectlink *ol = obp->link; ol; ol = ol->next) 872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
935 { 876 {
936 if (!ol->ob) 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
937 { 893 {
938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 894 op->stats.dam--;
939 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 895 if (op->stats.dam < 0)
940 continue; 896 destroy = 1;
941 } 897 }
942 898 else if (op->is_armor ())
943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
944 { 899 {
945 update_button (ol->ob); 900 op->stats.ac--;
946 break; 901 if (op->stats.ac < 0)
902 destroy = 1;
947 } 903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
948 } 931 }
949} 932}
950 933
951/* 934/*
952 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
953 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
954 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
955 * 938 *
956 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
957 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
958 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
959 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
960 */ 943 */
961int 944int
962maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
963{ 946{
964 long monster_cnt = 0; 947 long monster_cnt = 0;
976 959
977 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
978 { 961 {
979 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
980 963
981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
982 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
983
984 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
985 } 975 }
986 } 976 }
987 977
988 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
989 979
1002 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1003 */ 993 */
1004int 994int
1005maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1006{ 996{
1007 int new_level = darkness + change;
1008
1009 /* Nothing to do */ 997 /* Nothing to do */
1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1011 return 0; 999 return 0;
1012 1000
1013 /* inform all players on the map */ 1001 /* inform all players on the map */
1014 if (change > 0) 1002 if (change > 0)
1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1016 else 1004 else
1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1018 1006
1019 /* Do extra checking. since darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1020 * we need to be extra careful about negative values.
1021 * In general, the checks below are only needed if change
1022 * is not +/-1
1023 */
1024 if (new_level < 0)
1025 darkness = 0;
1026 else if (new_level >= MAX_DARKNESS)
1027 darkness = MAX_DARKNESS;
1028 else
1029 darkness = new_level;
1030 1008
1031 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1032 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1033 return 1; 1012 return 1;
1034} 1013}
1035 1014
1036/* 1015/*
1037 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1040 * through, etc) 1019 * through, etc)
1041 */ 1020 */
1042void 1021void
1043mapspace::update_ () 1022mapspace::update_ ()
1044{ 1023{
1045 object *tmp, *last = 0; 1024 object *last = 0;
1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1026 sint8 light = 0;
1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1048 1028
1049 //object *middle = 0; 1029 //object *middle = 0;
1050 //object *top = 0; 1030 //object *top = 0;
1051 //object *floor = 0; 1031 //object *floor = 0;
1052 // this seems to generate better code than using locals, above 1032 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0; 1033 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0; 1034 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0; 1035 object *&floor = faces_obj[2] = 0;
1056 1036
1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1058 { 1038 {
1059 /* This could be made additive I guess (two lights better than 1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1060 * one). But if so, it shouldn't be a simple additive - 2
1061 * light bulbs do not illuminate twice as far as once since
1062 * it is a dissapation factor that is cubed.
1063 */
1064 if (tmp->glow_radius > light)
1065 light = tmp->glow_radius; 1040 light += tmp->glow_radius;
1066 1041
1067 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1068 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1069 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1070 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1090 { 1065 {
1091 middle = tmp; 1066 middle = tmp;
1092 anywhere = 1; 1067 anywhere = 1;
1093 } 1068 }
1069
1094 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1095 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1096 * top 1072 * top
1097 */ 1073 */
1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1117 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1118 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1119 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1120 } 1096 }
1121 1097
1122 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags; 1099 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on; 1101 this->move_on = move_on;
1126 this->move_off = move_off; 1102 this->move_off = move_off;
1127 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1147 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1148 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1149 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1150 */ 1126 */
1151 1127
1152 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1153 { 1129 {
1154 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 break; 1132 break;
1157 1133
1209 vol += op->volume (); 1185 vol += op->volume ();
1210 1186
1211 return vol; 1187 return vol;
1212} 1188}
1213 1189
1214/* this updates the orig_map->tile_map[tile_num] value after finding 1190maptile *
1215 * the map. It also takes care of linking back the freshly found 1191maptile::tile_available (int dir, bool load)
1216 * maps tile_map values if it tiles back to this one. It returns
1217 * the value of orig_map->tile_map[tile_num].
1218 */
1219static inline maptile *
1220find_and_link (maptile *orig_map, int tile_num)
1221{ 1192{
1222 maptile *mp = orig_map->tile_map [tile_num]; 1193 if (tile_path[dir])
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1238 1197
1239 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1240 1201
1241 orig_map->tile_map [tile_num] = mp;
1242
1243 // optimisation: back-link map to origin map if euclidean
1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1247
1248 return mp; 1202 return 0;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1255} 1203}
1256 1204
1257/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1258 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1259 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1272 if (!m) 1220 if (!m)
1273 return 0; 1221 return 0;
1274 1222
1275 if (x < 0) 1223 if (x < 0)
1276 { 1224 {
1277 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1278 return 1; 1226 return 1;
1279 1227
1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1281 find_and_link (m, 3);
1282
1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1284 } 1229 }
1285 1230
1286 if (x >= m->width) 1231 if (x >= m->width)
1287 { 1232 {
1288 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1289 return 1; 1234 return 1;
1290 1235
1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1292 find_and_link (m, 1);
1293
1294 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1295 } 1237 }
1296 1238
1297 if (y < 0) 1239 if (y < 0)
1298 { 1240 {
1299 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1300 return 1; 1242 return 1;
1301 1243
1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1303 find_and_link (m, 0);
1304
1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1306 } 1245 }
1307 1246
1308 if (y >= m->height) 1247 if (y >= m->height)
1309 { 1248 {
1310 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1311 return 1; 1250 return 1;
1312
1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 2);
1315 1251
1316 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1317 } 1253 }
1318 1254
1319 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1333maptile * 1269maptile *
1334maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1335{ 1271{
1336 if (x < 0) 1272 if (x < 0)
1337 { 1273 {
1338 if (!tile_path[3]) 1274 if (!tile_available (3))
1339 return 0; 1275 return 0;
1340 1276
1341 find_and_link (this, 3);
1342 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1343 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1344 } 1279 }
1345 1280
1346 if (x >= width) 1281 if (x >= width)
1347 { 1282 {
1348 if (!tile_path[1]) 1283 if (!tile_available (1))
1349 return 0; 1284 return 0;
1350 1285
1351 find_and_link (this, 1);
1352 x -= width; 1286 x -= width;
1353 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1354 } 1288 }
1355 1289
1356 if (y < 0) 1290 if (y < 0)
1357 { 1291 {
1358 if (!tile_path[0]) 1292 if (!tile_available (0))
1359 return 0; 1293 return 0;
1360 1294
1361 find_and_link (this, 0);
1362 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1363 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1364 } 1297 }
1365 1298
1366 if (y >= height) 1299 if (y >= height)
1367 { 1300 {
1368 if (!tile_path[2]) 1301 if (!tile_available (2))
1369 return 0; 1302 return 0;
1370 1303
1371 find_and_link (this, 2);
1372 y -= height; 1304 y -= height;
1373 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1374 } 1306 }
1375 1307
1376 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1388{ 1320{
1389 if (!map1 || !map2) 1321 if (!map1 || !map2)
1390 return 0; 1322 return 0;
1391 1323
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1394 if (map1 == map2) 1326 if (map1 == map2)
1395 { 1327 {
1396 *dx = 0; 1328 *dx = 0;
1397 *dy = 0; 1329 *dy = 0;
1579 else 1511 else
1580 { 1512 {
1581 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1582 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1583 1515
1584 retval->part = NULL; 1516 retval->part = 0;
1585 retval->distance = idistance (retval->distance_x, retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1587 } 1519 }
1588} 1520}
1589 1521
1590/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1604} 1536}
1605 1537
1606object * 1538object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{ 1540{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1613} 1542}
1614 1543
1615region * 1544region *
1616maptile::region (int x, int y) const 1545maptile::region (int x, int y) const
1626 1555
1627 return ::region::default_region (); 1556 return ::region::default_region ();
1628} 1557}
1629 1558
1630/* picks a random object from a style map. 1559/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */ 1560 */
1634object * 1561object *
1635maptile::pick_random_object () const 1562maptile::pick_random_object (rand_gen &gen) const
1636{ 1563{
1637 /* while returning a null object will result in a crash, that 1564 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because 1565 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash. 1566 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make 1567 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me. 1568 * any difference, but this seems clearer to me.
1642 */ 1569 */
1643 for (int i = 1000; --i;) 1570 for (int i = 1000; --i;)
1644 { 1571 {
1645 object *pick = at (rndm (width), rndm (height)).bot; 1572 object *pick = at (gen (width), gen (height)).bot;
1646 1573
1647 // do not prefer big monsters just because they are big. 1574 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick) 1575 if (pick && pick->is_head ())
1649 return pick->head_ (); 1576 return pick->head_ ();
1650 } 1577 }
1651 1578
1652 // instead of crashing in the unlikely(?) case, try to return *something* 1579 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked"); 1580 return archetype::find ("bug");
1654} 1581}
1655 1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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