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Comparing deliantra/server/common/map.C (file contents):
Revision 1.61 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.111 by elmex, Thu Jul 12 18:28:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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>
25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
29 30
30#include "path.h" 31#include "path.h"
31 32
32/* 33/*
33 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
36 * it really should be called create_mapname 37 * it really should be called create_mapname
37 */ 38 */
38const char * 39const char *
39create_pathname (const char *name) 40create_pathname (const char *name)
40{ 41{
41 static char buf[MAX_BUF]; 42 static char buf[8192];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf); 44 return buf;
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113} 45}
114 46
115/* 47/*
116 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
135 char *endbuf; 67 char *endbuf;
136 struct stat statbuf; 68 struct stat statbuf;
137 int mode = 0; 69 int mode = 0;
138 70
139 if (prepend_dir) 71 if (prepend_dir)
140 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
141 else 73 else
142 strcpy (buf, name); 74 assign (buf, name);
143 75
144 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
147 * all the names. 79 * all the names.
241 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
242 */ 174 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 176 return 0;
245 177
246 if (ob->head != NULL)
247 ob = ob->head; 178 ob = ob->head_ ();
248 179
249 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
282 else 213 else
283 { 214 {
284 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
286 * movement, can't move here. 217 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
288 * hidden dm 219 * hidden dm
289 */ 220 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 222 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 229 return 1;
295 } 230 }
296 231
297 } 232 }
298 return 0; 233 return 0;
299} 234}
300
301 235
302/* 236/*
303 * Returns true if the given object can't fit in the given spot. 237 * Returns true if the given object can't fit in the given spot.
304 * This is meant for multi space objects - for single space objecs, 238 * This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
341 275
342 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
344 } 278 }
345 279
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
347 { 281 {
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
349 283
350 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
351 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
352 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
353 return P_IS_ALIVE; 287 return P_IS_ALIVE;
398 * carrying. 332 * carrying.
399 */ 333 */
400 sum_weight (container); 334 sum_weight (container);
401} 335}
402 336
337void
338maptile::set_object_flag (int flag, int value)
339{
340 if (!spaces)
341 return;
342
343 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value;
346}
347
403/* link_multipart_objects go through all the objects on the map looking 348/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 349 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 350 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 352 */
409void 353void
410maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
411{ 355{
412 if (!spaces) 356 if (!spaces)
413 return; 357 return;
414 358
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
417 { 363 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 366 {
432 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
433 369
434 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
449 } 377 }
378 else
379 op = op->above;
450 } 380 }
451
452 tmp = above;
453 } 381 }
454} 382}
455 383
456/* 384/*
457 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 386 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 387 */
461bool 388bool
462maptile::load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
463{ 390{
464 int unique; 391 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 392 {
472 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 394
474 * or editor will not be able to do anything with it either. 395 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 396 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
479 continue; 398 if (object *op = object::read (f, this))
480 }
481
482 switch (i)
483 { 399 {
484 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
486 405
487 if (op->inv) 406 continue;
488 sum_weight (op);
489 407
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 408 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
495 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
496 break; 414 break;
497 } 415 }
498 416
499 op = object::create (); 417 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 418 }
520#endif
521 419
522 return true; 420 return true;
523} 421}
524 422
525void 423void
526maptile::activate () 424maptile::activate ()
527{ 425{
426 active = true;
427
528 if (!spaces) 428 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
533 op->activate_recursive (); 431 op->activate_recursive ();
534} 432}
535 433
536void 434void
537maptile::deactivate () 435maptile::deactivate ()
538{ 436{
437 active = false;
438
539 if (!spaces) 439 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate_recursive (); 442 op->deactivate_recursive ();
545} 443}
546 444
547bool 445bool
548maptile::save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
549{ 447{
448 coroapi::cede_to_tick ();
449
550 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
551 save_header (freezer); 451 _save_header (f);
552 452
553 if (!spaces) 453 if (!spaces)
554 return false; 454 return false;
555 455
556 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
565 continue; 465 continue;
566 466
567 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
568 { 468 {
569 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 470 op->write (f);
571 } 471 }
572 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1); 473 op->write (f);
574 } 474 }
575 } 475 }
576 476
477 coroapi::cede_to_tick ();
478
577 return true; 479 return true;
578} 480}
579 481
580bool 482bool
581maptile::load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
582{ 484{
583 object_thawer thawer (path); 485 object_thawer f (path);
584 486
585 if (!thawer) 487 if (!f)
586 return false; 488 return false;
489
490 f.next ();
587 491
588 if (skip_header) 492 if (skip_header)
589 for (;;) 493 for (;;)
590 { 494 {
591 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
592 496 f.skip ();
593 if (kw == KW_end) 497 if (kw == KW_end)
594 break; 498 break;
595
596 thawer.skip_kv (kw);
597 } 499 }
598 500
599 return load_objects (thawer); 501 return _load_objects (f);
600} 502}
601 503
602bool 504bool
603maptile::save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
604{ 506{
605 object_freezer freezer; 507 object_freezer freezer;
606 508
607 if (!save_objects (freezer, flags)) 509 if (!_save_objects (freezer, flags))
608 return false; 510 return false;
609 511
610 return freezer.save (path); 512 return freezer.save (path);
611} 513}
612 514
613maptile::maptile () 515maptile::maptile ()
614{ 516{
615 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
616 518
617 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
619 */ 521 */
620 width = 16; 522 width = 16;
621 height = 16; 523 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 524 timeout = 300;
624 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 526 max_volume = 2000000; // 2m³
626} 527}
627 528
628maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
629{ 530{
630 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 677 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 678 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 679 * MSW 2001-07-01
779 */ 680 */
780bool 681bool
781maptile::load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
782{ 683{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 684 for (;;)
788 { 685 {
789 keyword kw = thawer.get_kv (); 686 thawer.next ();
790 687
791 switch (kw) 688 switch (thawer.kw)
792 { 689 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 690 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
802 break; 692 break;
803 693
804 case KW_lore: // CF+ extension 694 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
837 727
838 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
840 731
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 734
844 // old names new names 735 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 750
751 case KW_end:
752 return true;
753
860 default: 754 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 755 if (!thawer.parse_error ("map", 0))
756 return false;
862 break; 757 break;
863 } 758 }
864 } 759 }
865 760
866 abort (); 761 abort ();
867} 762}
868 763
869bool 764bool
870maptile::load_header (const char *path) 765maptile::_load_header (const char *path)
871{ 766{
872 object_thawer thawer (path); 767 object_thawer thawer (path);
873 768
874 if (!thawer) 769 if (!thawer)
875 return false; 770 return false;
876 771
877 return load_header (thawer); 772 return _load_header (thawer);
878} 773}
879 774
880/****************************************************************************** 775/******************************************************************************
881 * This is the start of unique map handling code 776 * This is the start of unique map handling code
882 *****************************************************************************/ 777 *****************************************************************************/
893 object *above = op->above; 788 object *above = op->above;
894 789
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 791 unique = 1;
897 792
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 { 794 {
900 op->destroy_inv (false); 795 op->destroy_inv (false);
901 op->destroy (); 796 op->destroy ();
902 } 797 }
903 798
905 } 800 }
906 } 801 }
907} 802}
908 803
909bool 804bool
910maptile::save_header (object_freezer &freezer) 805maptile::_save_header (object_freezer &freezer)
911{ 806{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 807#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 808#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 809
915 MAP_OUT2 (arch, "map"); 810 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 812 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 813 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 814 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 815 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
922 MAP_OUT (difficulty); 818 MAP_OUT (difficulty);
923 819
924 if (region) MAP_OUT2 (region, region->name); 820 if (default_region) MAP_OUT2 (region, default_region->name);
925 821
926 if (shopitems) 822 if (shopitems)
927 { 823 {
928 char shop[MAX_BUF]; 824 char shop[MAX_BUF];
929 print_shop_string (this, shop); 825 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 853 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 854 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 855 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 856 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 857
858 freezer.put (this);
962 freezer.put (KW_end); 859 freezer.put (KW_end);
963 860
964 return true; 861 return true;
965} 862}
966 863
967bool 864bool
968maptile::save_header (const char *path) 865maptile::_save_header (const char *path)
969{ 866{
970 object_freezer freezer; 867 object_freezer freezer;
971 868
972 if (!save_header (freezer)) 869 if (!_save_header (freezer))
973 return false; 870 return false;
974 871
975 return freezer.save (path); 872 return freezer.save (path);
976} 873}
977 874
979 * Remove and free all objects in the given map. 876 * Remove and free all objects in the given map.
980 */ 877 */
981void 878void
982maptile::clear () 879maptile::clear ()
983{ 880{
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
984 if (!spaces) 884 if (spaces)
985 return; 885 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 887 while (object *op = ms->bot)
989 { 888 {
990 if (op->head)
991 op = op->head; 889 op = op->head_ ();
992
993 op->destroy_inv (false); 890 op->destroy_inv (false);
994 op->destroy (); 891 op->destroy ();
995 } 892 }
996 893
997 sfree (spaces, size ()), spaces = 0; 894 sfree (spaces, size ()), spaces = 0;
895 }
998 896
999 if (buttons) 897 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 898 free_objectlinkpt (buttons), buttons = 0;
1001} 899}
1002 900
1035maptile::do_destroy () 933maptile::do_destroy ()
1036{ 934{
1037 attachable::do_destroy (); 935 attachable::do_destroy ();
1038 936
1039 clear (); 937 clear ();
938}
939
940/* decay and destroy perishable items in a map */
941void
942maptile::do_decay_objects ()
943{
944 if (!spaces)
945 return;
946
947 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above)
949 {
950 above = op->above;
951
952 bool destroy = 0;
953
954 // do not decay anything above unique floor tiles (yet :)
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956 break;
957
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ())
965 ; // do not decay
966 else if (op->is_weapon ())
967 {
968 op->stats.dam--;
969 if (op->stats.dam < 0)
970 destroy = 1;
971 }
972 else if (op->is_armor ())
973 {
974 op->stats.ac--;
975 if (op->stats.ac < 0)
976 destroy = 1;
977 }
978 else if (op->type == FOOD)
979 {
980 op->stats.food -= rndm (5, 20);
981 if (op->stats.food < 0)
982 destroy = 1;
983 }
984 else
985 {
986 int mat = op->materials;
987
988 if (mat & M_PAPER
989 || mat & M_LEATHER
990 || mat & M_WOOD
991 || mat & M_ORGANIC
992 || mat & M_CLOTH
993 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32))
999 destroy = 1;
1000 }
1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1004 op->destroy ();
1005 }
1040} 1006}
1041 1007
1042/* 1008/*
1043 * Updates every button on the map (by calling update_button() for them). 1009 * Updates every button on the map (by calling update_button() for them).
1044 */ 1010 */
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 1059 {
1094 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1095 1061
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1097 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1098 1064
1099 monster_cnt++; 1065 monster_cnt++;
1100 } 1066 }
1101 } 1067 }
1102 1068
1156 */ 1122 */
1157void 1123void
1158mapspace::update_ () 1124mapspace::update_ ()
1159{ 1125{
1160 object *tmp, *last = 0; 1126 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1127 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1129
1166 middle = blank_face; 1130 //object *middle = 0;
1167 top = blank_face; 1131 //object *top = 0;
1168 floor = blank_face; 1132 //object *floor = 0;
1169 1133 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1134 object *&top = faces_obj[0] = 0;
1171 top_obj = 0; 1135 object *&middle = faces_obj[1] = 0;
1172 floor_obj = 0; 1136 object *&floor = faces_obj[2] = 0;
1173 1137
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1139 {
1176 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1141 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1191 */ 1155 */
1192 if (!tmp->invisible) 1156 if (!tmp->invisible)
1193 { 1157 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1159 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1161 {
1201 /* If we got a floor, that means middle and top were below it, 1162 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1203 */ 1164 */
1204 middle = blank_face; 1165 middle = 0;
1205 top = blank_face; 1166 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1167 floor = tmp;
1208 } 1168 }
1209 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1171 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1172 middle = tmp;
1215 anywhere = 1; 1173 anywhere = 1;
1216 } 1174 }
1217 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
1219 * top 1177 * top
1220 */ 1178 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1180 middle = tmp;
1225 }
1226 } 1181 }
1227 1182
1228 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
1229 { 1184 {
1230 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1222 * may be possible for the faces to match but be different objects.
1268 */ 1223 */
1269 if (top == middle) 1224 if (top == middle)
1270 middle = blank_face; 1225 middle = 0;
1271 1226
1272 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1230 * 3) neither middle or top is set - need to set both.
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1235 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1237 break;
1283 1238
1284 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
1286 break; 1241 break;
1287 1242
1288 /* Only show visible faces, unless its the editor - show all */ 1243 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1244 if (!tmp->invisible)
1290 { 1245 {
1291 /* Fill in top if needed */ 1246 /* Fill in top if needed */
1292 if (top == blank_face) 1247 if (!top)
1293 { 1248 {
1294 top = tmp->face;
1295 top_obj = tmp; 1249 top = tmp;
1296 if (top == middle) 1250 if (top == middle)
1297 middle = blank_face; 1251 middle = 0;
1298 } 1252 }
1299 else 1253 else
1300 { 1254 {
1301 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1302 * middle is not set 1256 * middle is not set
1303 * 1257 *
1304 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1306 * 1260 *
1307 */ 1261 */
1308 if (tmp->face != top) 1262 if (tmp != top)
1309 { 1263 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1264 middle = tmp;
1312 break; 1265 break;
1313 } 1266 }
1314 } 1267 }
1315 } 1268 }
1316 } 1269 }
1317 1270
1318 if (middle == floor) 1271 if (middle == floor)
1319 middle = blank_face; 1272 middle = 0;
1320 1273
1321 if (top == middle) 1274 if (top == middle)
1322 middle = blank_face; 1275 middle = 0;
1323 1276
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1277#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1278 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281#endif
1327} 1282}
1328 1283
1284uint64
1285mapspace::volume () const
1286{
1287 uint64 vol = 0;
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1293}
1294
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1295/* this updates the orig_map->tile_map[tile_num] value after finding
1330 * the map. It also takes care of linking back the freshly loaded 1296 * the map. It also takes care of linking back the freshly found
1331 * maps tile_map values if it tiles back to this one. It returns 1297 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this 1298 * the value of orig_map->tile_map[tile_num].
1333 * so that it is easier for calling functions to verify success.
1334 */ 1299 */
1335static maptile * 1300static inline maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num) 1301find_and_link (maptile *orig_map, int tile_num)
1337{ 1302{
1303 maptile *mp = orig_map->tile_map [tile_num];
1304
1305 if (!mp)
1306 {
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1307 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1339 1308
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1309 if (!mp)
1341 { 1310 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1311 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1312 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path); 1313 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1); 1314 mp = new maptile (1, 1);
1346 mp->alloc (); 1315 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY; 1316 mp->in_memory = MAP_IN_MEMORY;
1317 }
1348 } 1318 }
1349 1319
1350 int dest_tile = (tile_num + 2) % 4; 1320 int dest_tile = (tile_num + 2) % 4;
1351 1321
1352 orig_map->tile_map[tile_num] = mp; 1322 orig_map->tile_map [tile_num] = mp;
1353 1323
1354 // optimisation: back-link map to origin map if euclidean 1324 // optimisation: back-link map to origin map if euclidean
1355 //TODO: non-euclidean maps MUST GO 1325 //TODO: non-euclidean maps MUST GO
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1326 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1327 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358 1328
1359 return mp; 1329 return mp;
1330}
1331
1332static inline void
1333load_and_link (maptile *orig_map, int tile_num)
1334{
1335 find_and_link (orig_map, tile_num)->load_sync ();
1360} 1336}
1361 1337
1362/* this returns TRUE if the coordinates (x,y) are out of 1338/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1339 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1340 * tiling considerations, loading adjacant maps as needed.
1381 { 1357 {
1382 if (!m->tile_path[3]) 1358 if (!m->tile_path[3])
1383 return 1; 1359 return 1;
1384 1360
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1361 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3); 1362 find_and_link (m, 3);
1387 1363
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1364 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 } 1365 }
1390 1366
1391 if (x >= m->width) 1367 if (x >= m->width)
1392 { 1368 {
1393 if (!m->tile_path[1]) 1369 if (!m->tile_path[1])
1394 return 1; 1370 return 1;
1395 1371
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1372 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1); 1373 find_and_link (m, 1);
1398 1374
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1375 return out_of_map (m->tile_map[1], x - m->width, y);
1400 } 1376 }
1401 1377
1402 if (y < 0) 1378 if (y < 0)
1403 { 1379 {
1404 if (!m->tile_path[0]) 1380 if (!m->tile_path[0])
1405 return 1; 1381 return 1;
1406 1382
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1383 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0); 1384 find_and_link (m, 0);
1409 1385
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1386 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 } 1387 }
1412 1388
1413 if (y >= m->height) 1389 if (y >= m->height)
1414 { 1390 {
1415 if (!m->tile_path[2]) 1391 if (!m->tile_path[2])
1416 return 1; 1392 return 1;
1417 1393
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1394 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2); 1395 find_and_link (m, 2);
1420 1396
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1397 return out_of_map (m->tile_map[2], x, y - m->height);
1422 } 1398 }
1423 1399
1424 /* Simple case - coordinates are within this local 1400 /* Simple case - coordinates are within this local
1429 1405
1430/* This is basically the same as out_of_map above, but 1406/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1407 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1408 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1409 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1410 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1411 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1412 * and then figuring out what the real map is
1437 */ 1413 */
1438maptile * 1414maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1415maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1416{
1441 if (*x < 0) 1417 if (x < 0)
1442 { 1418 {
1443 if (!m->tile_path[3]) 1419 if (!tile_path[3])
1444 return 0; 1420 return 0;
1445 1421
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1422 find_and_link (this, 3);
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1423 x += tile_map[3]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1424 return tile_map[3]->xy_find (x, y);
1451 } 1425 }
1452 1426
1453 if (*x >= m->width) 1427 if (x >= width)
1454 { 1428 {
1455 if (!m->tile_path[1]) 1429 if (!tile_path[1])
1456 return 0; 1430 return 0;
1457 1431
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1432 find_and_link (this, 1);
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1433 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1434 return tile_map[1]->xy_find (x, y);
1463 } 1435 }
1464 1436
1465 if (*y < 0) 1437 if (y < 0)
1466 { 1438 {
1467 if (!m->tile_path[0]) 1439 if (!tile_path[0])
1468 return 0; 1440 return 0;
1469 1441
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1442 find_and_link (this, 0);
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1443 y += tile_map[0]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1444 return tile_map[0]->xy_find (x, y);
1475 } 1445 }
1476 1446
1477 if (*y >= m->height) 1447 if (y >= height)
1478 { 1448 {
1479 if (!m->tile_path[2]) 1449 if (!tile_path[2])
1480 return 0; 1450 return 0;
1481 1451
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1452 find_and_link (this, 2);
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1453 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1454 return tile_map[2]->xy_find (x, y);
1487 } 1455 }
1488 1456
1489 /* Simple case - coordinates are within this local 1457 /* Simple case - coordinates are within this local
1490 * map. 1458 * map.
1491 */ 1459 */
1492 return m; 1460 return this;
1493} 1461}
1494 1462
1495/** 1463/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1464 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1465 * map1 to map2 in dx/dy.
1498 */ 1466 */
1499static int 1467int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1468adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{ 1469{
1502 if (!map1 || !map2) 1470 if (!map1 || !map2)
1503 return 0; 1471 return 0;
1504 1472
1473 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1474 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1475 if (map1 == map2)
1506 { 1476 {
1507 *dx = 0; 1477 *dx = 0;
1508 *dy = 0; 1478 *dy = 0;
1509 } 1479 }
1569 } 1539 }
1570 else 1540 else
1571 return 0; 1541 return 0;
1572 1542
1573 return 1; 1543 return 1;
1544}
1545
1546maptile *
1547maptile::xy_load (sint16 &x, sint16 &y)
1548{
1549 maptile *map = xy_find (x, y);
1550
1551 if (map)
1552 map->load_sync ();
1553
1554 return map;
1555}
1556
1557maptile *
1558get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1559{
1560 return m->xy_load (*x, *y);
1574} 1561}
1575 1562
1576/* From map.c 1563/* From map.c
1577 * This is used by get_player to determine where the other 1564 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1565 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1566 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1567 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1568 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1569 * that the creature should head. part is the part of the
1583 * monster that is closest. 1570 * monster that is closest.
1584 * 1571 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1572 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1573 * structure for op1 to get to op2.
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{ 1585{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1587 {
1601 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1589 retval->distance = 10000;
1603 retval->distance_x = 32767; 1590 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1591 retval->distance_y = 10000;
1605 retval->direction = 0; 1592 retval->direction = 0;
1606 retval->part = 0; 1593 retval->part = 0;
1607 } 1594 }
1608 else 1595 else
1609 { 1596 {
1614 1601
1615 best = op1; 1602 best = op1;
1616 /* If this is multipart, find the closest part now */ 1603 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1604 if (!(flags & 0x1) && op1->more)
1618 { 1605 {
1619 object *tmp;
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1607
1622 /* we just take the offset of the piece to head to figure 1608 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1609 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1610 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1611 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1612 * below works.
1627 */ 1613 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1615 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1616 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1632 if (tmpi < best_distance) 1618 if (tmpi < best_distance)
1633 { 1619 {
1634 best_distance = tmpi; 1620 best_distance = tmpi;
1635 best = tmp; 1621 best = tmp;
1636 } 1622 }
1637 } 1623 }
1624
1638 if (best != op1) 1625 if (best != op1)
1639 { 1626 {
1640 retval->distance_x += op1->x - best->x; 1627 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1628 retval->distance_y += op1->y - best->y;
1642 } 1629 }
1643 } 1630 }
1631
1644 retval->part = best; 1632 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1647 } 1635 }
1648} 1636}
1649 1637
1650/* this is basically the same as get_rangevector above, but instead of 1638/* this is basically the same as get_rangevector above, but instead of
1655 * flags has no meaning for this function at this time - I kept it in to 1643 * flags has no meaning for this function at this time - I kept it in to
1656 * be more consistant with the above function and also in case they are needed 1644 * be more consistant with the above function and also in case they are needed
1657 * for something in the future. Also, since no object is pasted, the best 1645 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1646 * field of the rv_vector is set to NULL.
1659 */ 1647 */
1660
1661void 1648void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1649get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1650{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1651 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1652 {
1666 /* be conservative and fill in _some_ data */ 1653 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1654 retval->distance = 100000;
1674 { 1661 {
1675 retval->distance_x += op2->x - x; 1662 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1663 retval->distance_y += op2->y - y;
1677 1664
1678 retval->part = NULL; 1665 retval->part = NULL;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1666 retval->distance = idistance (retval->distance_x, retval->distance_y);
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1667 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1681 } 1668 }
1682} 1669}
1683 1670
1684/* Returns true of op1 and op2 are effectively on the same map 1671/* Returns true of op1 and op2 are effectively on the same map
1704 op->remove (); 1691 op->remove ();
1705 1692
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1693 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1694}
1708 1695
1696region *
1697maptile::region (int x, int y) const
1698{
1699 if (regions
1700 && regionmap
1701 && !OUT_OF_REAL_MAP (this, x, y))
1702 if (struct region *reg = regionmap [regions [y * width + x]])
1703 return reg;
1704
1705 if (default_region)
1706 return default_region;
1707
1708 return ::region::default_region ();
1709}
1710
1711/* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */
1715object *
1716maptile::pick_random_object () const
1717{
1718 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me.
1723 */
1724 for (int i = 1000; --i;)
1725 {
1726 object *pick = at (rndm (width), rndm (height)).bot;
1727
1728 // do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick)
1730 return pick->head_ ();
1731 }
1732
1733 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked");
1735}
1736

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