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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.134 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * 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
172 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
173 */ 108 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 110 return 0;
176 111
177 if (ob->head != NULL)
178 ob = ob->head; 112 ob = ob->head_ ();
179 113
180 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
213 else 147 else
214 { 148 {
215 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
217 * movement, can't move here. 151 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
219 * hidden dm 153 * hidden dm
220 */ 154 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 156 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 163 return 1;
226 } 164 }
227 165
228 } 166 }
229 return 0; 167 return 0;
230} 168}
231 169
232
233/* 170/*
234 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
239 * 176 *
240 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
241 * 178 *
242 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
254 * 191 *
255 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
257 * against the move_block values. 194 * against the move_block values.
258 */ 195 */
259int 196bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
261{ 198{
262 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
276 202
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 203 if (!pos.normalise ())
278 { 204 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 205
281 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 207
283 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 209 return 1;
285 210
286 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
287 212 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 214 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 216 continue;
295 217
296 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
298 */ 220 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
300 return P_NO_PASS; 222 return 1;
301 } 223 }
302 224
303 return 0; 225 return 0;
304} 226}
305 227
343} 265}
344 266
345/* link_multipart_objects go through all the objects on the map looking 267/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 268 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 269 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 270 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 271 */
351void 272void
352maptile::link_multipart_objects () 273maptile::link_multipart_objects ()
353{ 274{
354 if (!spaces) 275 if (!spaces)
355 return; 276 return;
356 277
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 278 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 279 {
280 object *op = ms->bot;
281 while (op)
359 { 282 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 283 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 284 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 285 {
374 op = arch_to_object (at); 286 op->remove ();
287 op->expand_tail ();
375 288
376 /* update x,y coordinates */ 289 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 290 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 291 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 292 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
293
294 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
295 // so we have to reset the iteration through the mapspace
391 } 296 }
297 else
298 op = op->above;
392 } 299 }
393
394 tmp = above;
395 } 300 }
396} 301}
397 302
398/* 303/*
399 * Loads (ands parses) the objects into a given map from the specified 304 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 305 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 306 */
403bool 307bool
404maptile::load_objects (object_thawer &thawer) 308maptile::_load_objects (object_thawer &f)
405{ 309{
406 int unique; 310 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 311 {
414 /* if the archetype for the object is null, means that we 312 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 313
416 * or editor will not be able to do anything with it either. 314 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 315 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 316 case KW_arch:
317 if (object *op = object::read (f, this))
318 {
319 if (op->inv)
320 sum_weight (op);
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
348 }
349
421 continue; 350 continue;
422 }
423 351
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 352 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 353 return true;
437 op->head = prev, last_more->more = op, last_more = op; 354
355 default:
356 if (!f.parse_error ("map file"))
357 return false;
438 break; 358 break;
439 } 359 }
440 360
441 op = object::create (); 361 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 362 }
462#endif
463 363
464 return true; 364 return true;
465} 365}
466 366
467void 367void
468maptile::activate () 368maptile::activate ()
469{ 369{
470 if (!spaces) 370 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 372 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 373 op->activate_recursive ();
476} 374}
477 375
478void 376void
479maptile::deactivate () 377maptile::deactivate ()
480{ 378{
481 if (!spaces) 379 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 382 op->deactivate_recursive ();
487} 383}
488 384
489bool 385bool
490maptile::save_objects (object_freezer &freezer, int flags) 386maptile::_save_objects (object_freezer &f, int flags)
491{ 387{
388 coroapi::cede_to_tick ();
389
492 if (flags & IO_HEADER) 390 if (flags & IO_HEADER)
493 save_header (freezer); 391 _save_header (f);
494 392
495 if (!spaces) 393 if (!spaces)
496 return false; 394 return false;
497 395
498 for (int i = 0; i < size (); ++i) 396 for (int i = 0; i < size (); ++i)
499 { 397 {
500 int unique = 0; 398 bool unique = 0;
399
501 for (object *op = spaces [i].bot; op; op = op->above) 400 for (object *op = spaces [i].bot; op; op = op->above)
502 { 401 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
504 unique = 1;
505 403
506 if (!op->can_map_save ()) 404 if (expect_false (!op->can_map_save ()))
507 continue; 405 continue;
508 406
509 if (unique || op->flag [FLAG_UNIQUE]) 407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
510 { 408 {
511 if (flags & IO_UNIQUES) 409 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 410 op->write (f);
513 } 411 }
514 else if (flags & IO_OBJECTS) 412 else if (expect_true (flags & IO_OBJECTS))
515 save_object (freezer, op, 1); 413 op->write (f);
516 } 414 }
517 } 415 }
518 416
417 coroapi::cede_to_tick ();
418
519 return true; 419 return true;
520} 420}
521 421
522bool 422bool
523maptile::load_objects (const char *path, bool skip_header) 423maptile::_save_objects (const char *path, int flags)
524{ 424{
525 object_thawer thawer (path); 425 object_freezer freezer;
526 426
527 if (!thawer) 427 if (!_save_objects (freezer, flags))
528 return false; 428 return false;
529 429
530 if (skip_header)
531 for (;;)
532 {
533 keyword kw = thawer.get_kv ();
534
535 if (kw == KW_end)
536 break;
537
538 thawer.skip_kv (kw);
539 }
540
541 return load_objects (thawer);
542}
543
544bool
545maptile::save_objects (const char *path, int flags)
546{
547 object_freezer freezer;
548
549 if (!save_objects (freezer, flags))
550 return false;
551
552 return freezer.save (path); 430 return freezer.save (path);
553} 431}
554 432
555maptile::maptile () 433maptile::maptile ()
556{ 434{
557 in_memory = MAP_SWAPPED; 435 in_memory = MAP_SWAPPED;
558 436
559 /* The maps used to pick up default x and y values from the 437 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 438 * map archetype. Mimic that behaviour.
561 */ 439 */
562 width = 16; 440 width = 16;
563 height = 16; 441 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 442 timeout = 300;
566 enter_x = 0; 443 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 444 max_volume = 2000000; // 2m³
568} 445}
569 446
570maptile::maptile (int w, int h) 447maptile::maptile (int w, int h)
571{ 448{
572 in_memory = MAP_SWAPPED; 449 in_memory = MAP_SWAPPED;
718 * This could be done in lex (like the object loader), but I think 595 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 596 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 597 * MSW 2001-07-01
721 */ 598 */
722bool 599bool
723maptile::load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
724{ 601{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 602 for (;;)
730 { 603 {
731 keyword kw = thawer.get_kv ();
732
733 switch (kw) 604 switch (thawer.kw)
734 { 605 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 606 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
744 break; 608 break;
745 609
746 case KW_lore: // CF+ extension 610 case KW_lore: // CF+ extension
777 case KW_winddir: thawer.get (winddir); break; 641 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
779 643
780 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
782 647
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 648 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 650
786 // old names new names 651 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
802 default: 675 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 676 if (!thawer.parse_error ("map", 0))
677 return false;
804 break; 678 break;
805 } 679 }
680
681 thawer.next ();
806 } 682 }
807 683
808 abort (); 684 abort ();
809}
810
811bool
812maptile::load_header (const char *path)
813{
814 object_thawer thawer (path);
815
816 if (!thawer)
817 return false;
818
819 return load_header (thawer);
820} 685}
821 686
822/****************************************************************************** 687/******************************************************************************
823 * This is the start of unique map handling code 688 * This is the start of unique map handling code
824 *****************************************************************************/ 689 *****************************************************************************/
835 object *above = op->above; 700 object *above = op->above;
836 701
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
838 unique = 1; 703 unique = 1;
839 704
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 { 706 {
842 op->destroy_inv (false); 707 op->destroy_inv (false);
843 op->destroy (); 708 op->destroy ();
844 } 709 }
845 710
847 } 712 }
848 } 713 }
849} 714}
850 715
851bool 716bool
852maptile::save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
853{ 718{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 721
857 MAP_OUT2 (arch, "map"); 722 MAP_OUT2 (arch, "map");
859 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
864 MAP_OUT (difficulty); 730 MAP_OUT (difficulty);
865 731
866 if (region) MAP_OUT2 (region, region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
867 733
868 if (shopitems) 734 if (shopitems)
869 { 735 {
870 char shop[MAX_BUF]; 736 char shop[MAX_BUF];
871 print_shop_string (this, shop); 737 print_shop_string (this, shop);
906 772
907 return true; 773 return true;
908} 774}
909 775
910bool 776bool
911maptile::save_header (const char *path) 777maptile::_save_header (const char *path)
912{ 778{
913 object_freezer freezer; 779 object_freezer freezer;
914 780
915 if (!save_header (freezer)) 781 if (!_save_header (freezer))
916 return false; 782 return false;
917 783
918 return freezer.save (path); 784 return freezer.save (path);
919} 785}
920 786
922 * Remove and free all objects in the given map. 788 * Remove and free all objects in the given map.
923 */ 789 */
924void 790void
925maptile::clear () 791maptile::clear ()
926{ 792{
927 if (!spaces) 793 if (spaces)
928 return; 794 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 796 while (object *op = ms->bot)
932 { 797 {
798 // manually remove, as to not trigger anything
799 if (ms->bot = op->above)
800 ms->bot->below = 0;
801
802 op->flag [FLAG_REMOVED] = true;
803
804 object *head = op->head_ ();
933 if (op->head) 805 if (op == head)
934 op = op->head; 806 {
935
936 op->destroy_inv (false); 807 op->destroy_inv (false);
937 op->destroy (); 808 op->destroy ();
809 }
810 else if (head->map != op->map)
811 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy ();
814 }
938 } 815 }
939 816
940 sfree (spaces, size ()), spaces = 0; 817 sfree (spaces, size ()), spaces = 0;
818 }
941 819
942 if (buttons) 820 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 821 free_objectlinkpt (buttons), buttons = 0;
822
823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
944} 825}
945 826
946void 827void
947maptile::clear_header () 828maptile::clear_header ()
948{ 829{
978maptile::do_destroy () 859maptile::do_destroy ()
979{ 860{
980 attachable::do_destroy (); 861 attachable::do_destroy ();
981 862
982 clear (); 863 clear ();
864}
865
866/* decay and destroy perishable items in a map */
867void
868maptile::do_decay_objects ()
869{
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
930 }
983} 931}
984 932
985/* 933/*
986 * Updates every button on the map (by calling update_button() for them). 934 * Updates every button on the map (by calling update_button() for them).
987 */ 935 */
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 983 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036 { 984 {
1037 total_exp += op->stats.exp; 985 total_exp += op->stats.exp;
1038 986
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1040 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1041 989
1042 monster_cnt++; 990 monster_cnt++;
1043 } 991 }
1044 } 992 }
1045 993
1099 */ 1047 */
1100void 1048void
1101mapspace::update_ () 1049mapspace::update_ ()
1102{ 1050{
1103 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1105 New_Face *top, *floor, *middle;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1054
1109 middle = blank_face; 1055 //object *middle = 0;
1110 top = blank_face; 1056 //object *top = 0;
1111 floor = blank_face; 1057 //object *floor = 0;
1112 1058 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1059 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1060 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1061 object *&floor = faces_obj[2] = 0;
1116 1062
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1064 {
1119 /* This could be made additive I guess (two lights better than 1065 /* This could be made additive I guess (two lights better than
1120 * one). But if so, it shouldn't be a simple additive - 2 1066 * one). But if so, it shouldn't be a simple additive - 2
1133 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1134 */ 1080 */
1135 if (!tmp->invisible) 1081 if (!tmp->invisible)
1136 { 1082 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1084 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1086 {
1144 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1146 */ 1089 */
1147 middle = blank_face; 1090 middle = 0;
1148 top = blank_face; 1091 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1092 floor = tmp;
1151 } 1093 }
1152 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1096 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1097 middle = tmp;
1158 anywhere = 1; 1098 anywhere = 1;
1159 } 1099 }
1160 /* Find the highest visible face around. If equal 1100 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1101 * visibilities, we still want the one nearer to the
1162 * top 1102 * top
1163 */ 1103 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1105 middle = tmp;
1168 }
1169 } 1106 }
1170 1107
1171 if (tmp == tmp->above) 1108 if (tmp == tmp->above)
1172 { 1109 {
1173 LOG (llevError, "Error in structure of map\n"); 1110 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1145 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1146 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1147 * may be possible for the faces to match but be different objects.
1211 */ 1148 */
1212 if (top == middle) 1149 if (top == middle)
1213 middle = blank_face; 1150 middle = 0;
1214 1151
1215 /* There are three posibilities at this point: 1152 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1153 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1154 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1155 * 3) neither middle or top is set - need to set both.
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1160 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1162 break;
1226 1163
1227 /* If two top faces are already set, quit processing */ 1164 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1165 if (top && middle)
1229 break; 1166 break;
1230 1167
1231 /* Only show visible faces, unless its the editor - show all */ 1168 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1169 if (!tmp->invisible)
1233 { 1170 {
1234 /* Fill in top if needed */ 1171 /* Fill in top if needed */
1235 if (top == blank_face) 1172 if (!top)
1236 { 1173 {
1237 top = tmp->face;
1238 top_obj = tmp; 1174 top = tmp;
1239 if (top == middle) 1175 if (top == middle)
1240 middle = blank_face; 1176 middle = 0;
1241 } 1177 }
1242 else 1178 else
1243 { 1179 {
1244 /* top is already set - we should only get here if 1180 /* top is already set - we should only get here if
1245 * middle is not set 1181 * middle is not set
1246 * 1182 *
1247 * Set the middle face and break out, since there is nothing 1183 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1184 * more to fill in. We don't check visiblity here, since
1249 * 1185 *
1250 */ 1186 */
1251 if (tmp->face != top) 1187 if (tmp != top)
1252 { 1188 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1189 middle = tmp;
1255 break; 1190 break;
1256 } 1191 }
1257 } 1192 }
1258 } 1193 }
1259 } 1194 }
1260 1195
1261 if (middle == floor) 1196 if (middle == floor)
1262 middle = blank_face; 1197 middle = 0;
1263 1198
1264 if (top == middle) 1199 if (top == middle)
1265 middle = blank_face; 1200 middle = 0;
1266 1201
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1202#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1203 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1204 faces_obj [1] = middle;
1205 faces_obj [2] = floor;
1206#endif
1270} 1207}
1271 1208
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1209uint64
1273 * the map. It also takes care of linking back the freshly loaded 1210mapspace::volume () const
1274 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this
1276 * so that it is easier for calling functions to verify success.
1277 */
1278static maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280{ 1211{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1212 uint64 vol = 0;
1282 1213
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1284 { 1215 vol += op->volume ();
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 }
1292 1216
1293 int dest_tile = (tile_num + 2) % 4; 1217 return vol;
1218}
1294 1219
1295 orig_map->tile_map[tile_num] = mp; 1220bool
1221maptile::tile_available (int dir, bool load)
1222{
1223 if (!tile_path[dir])
1224 return 0;
1296 1225
1297 // optimisation: back-link map to origin map if euclidean 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1298 //TODO: non-euclidean maps MUST GO 1227 return 1;
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1;
1231
1302 return mp; 1232 return 0;
1303} 1233}
1304 1234
1305/* this returns TRUE if the coordinates (x,y) are out of 1235/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1236 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1237 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1250 if (!m)
1321 return 0; 1251 return 0;
1322 1252
1323 if (x < 0) 1253 if (x < 0)
1324 { 1254 {
1325 if (!m->tile_path[3]) 1255 if (!m->tile_available (3))
1326 return 1; 1256 return 1;
1327 1257
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1259 }
1333 1260
1334 if (x >= m->width) 1261 if (x >= m->width)
1335 { 1262 {
1336 if (!m->tile_path[1]) 1263 if (!m->tile_available (1))
1337 return 1; 1264 return 1;
1338 1265
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1266 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1267 }
1344 1268
1345 if (y < 0) 1269 if (y < 0)
1346 { 1270 {
1347 if (!m->tile_path[0]) 1271 if (!m->tile_available (0))
1348 return 1; 1272 return 1;
1349 1273
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1275 }
1355 1276
1356 if (y >= m->height) 1277 if (y >= m->height)
1357 { 1278 {
1358 if (!m->tile_path[2]) 1279 if (!m->tile_available (2))
1359 return 1; 1280 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363 1281
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1282 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1283 }
1366 1284
1367 /* Simple case - coordinates are within this local 1285 /* Simple case - coordinates are within this local
1372 1290
1373/* This is basically the same as out_of_map above, but 1291/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1292 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1293 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1294 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1295 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1296 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1297 * and then figuring out what the real map is
1380 */ 1298 */
1381maptile * 1299maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1300maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1301{
1384 if (*x < 0) 1302 if (x < 0)
1385 { 1303 {
1386 if (!m->tile_path[3]) 1304 if (!tile_available (3))
1387 return 0; 1305 return 0;
1388 1306
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1307 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1308 return tile_map[3]->xy_find (x, y);
1394 } 1309 }
1395 1310
1396 if (*x >= m->width) 1311 if (x >= width)
1397 { 1312 {
1398 if (!m->tile_path[1]) 1313 if (!tile_available (1))
1399 return 0; 1314 return 0;
1400 1315
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1316 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1317 return tile_map[1]->xy_find (x, y);
1406 } 1318 }
1407 1319
1408 if (*y < 0) 1320 if (y < 0)
1409 { 1321 {
1410 if (!m->tile_path[0]) 1322 if (!tile_available (0))
1411 return 0; 1323 return 0;
1412 1324
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1325 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1326 return tile_map[0]->xy_find (x, y);
1418 } 1327 }
1419 1328
1420 if (*y >= m->height) 1329 if (y >= height)
1421 { 1330 {
1422 if (!m->tile_path[2]) 1331 if (!tile_available (2))
1423 return 0; 1332 return 0;
1424 1333
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1334 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1335 return tile_map[2]->xy_find (x, y);
1430 } 1336 }
1431 1337
1432 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1433 * map. 1339 * map.
1434 */ 1340 */
1435 return m; 1341 return this;
1436} 1342}
1437 1343
1438/** 1344/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1345 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1346 * map1 to map2 in dx/dy.
1441 */ 1347 */
1442static int 1348int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1350{
1445 if (!map1 || !map2) 1351 if (!map1 || !map2)
1446 return 0; 1352 return 0;
1447 1353
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1356 if (map1 == map2)
1449 { 1357 {
1450 *dx = 0; 1358 *dx = 0;
1451 *dy = 0; 1359 *dy = 0;
1452 } 1360 }
1512 } 1420 }
1513 else 1421 else
1514 return 0; 1422 return 0;
1515 1423
1516 return 1; 1424 return 1;
1425}
1426
1427maptile *
1428maptile::xy_load (sint16 &x, sint16 &y)
1429{
1430 maptile *map = xy_find (x, y);
1431
1432 if (map)
1433 map->load_sync ();
1434
1435 return map;
1436}
1437
1438maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440{
1441 return m->xy_load (*x, *y);
1517} 1442}
1518 1443
1519/* From map.c 1444/* From map.c
1520 * This is used by get_player to determine where the other 1445 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1446 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1447 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1448 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1449 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1450 * that the creature should head. part is the part of the
1526 * monster that is closest. 1451 * monster that is closest.
1527 * 1452 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1453 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1454 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1466{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1468 {
1544 /* be conservative and fill in _some_ data */ 1469 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1470 retval->distance = 10000;
1546 retval->distance_x = 32767; 1471 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1472 retval->distance_y = 10000;
1548 retval->direction = 0; 1473 retval->direction = 0;
1549 retval->part = 0; 1474 retval->part = 0;
1550 } 1475 }
1551 else 1476 else
1552 { 1477 {
1557 1482
1558 best = op1; 1483 best = op1;
1559 /* If this is multipart, find the closest part now */ 1484 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1485 if (!(flags & 0x1) && op1->more)
1561 { 1486 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1488
1565 /* we just take the offset of the piece to head to figure 1489 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1490 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1491 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1492 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1493 * below works.
1570 */ 1494 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1496 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1499 if (tmpi < best_distance)
1576 { 1500 {
1577 best_distance = tmpi; 1501 best_distance = tmpi;
1578 best = tmp; 1502 best = tmp;
1579 } 1503 }
1580 } 1504 }
1505
1581 if (best != op1) 1506 if (best != op1)
1582 { 1507 {
1583 retval->distance_x += op1->x - best->x; 1508 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1509 retval->distance_y += op1->y - best->y;
1585 } 1510 }
1586 } 1511 }
1512
1587 retval->part = best; 1513 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1516 }
1591} 1517}
1592 1518
1593/* this is basically the same as get_rangevector above, but instead of 1519/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1524 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1525 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1526 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1527 * field of the rv_vector is set to NULL.
1602 */ 1528 */
1603
1604void 1529void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1530get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1531{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1533 {
1609 /* be conservative and fill in _some_ data */ 1534 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1535 retval->distance = 100000;
1617 { 1542 {
1618 retval->distance_x += op2->x - x; 1543 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1544 retval->distance_y += op2->y - y;
1620 1545
1621 retval->part = NULL; 1546 retval->part = NULL;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1547 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1549 }
1625} 1550}
1626 1551
1627/* Returns true of op1 and op2 are effectively on the same map 1552/* Returns true of op1 and op2 are effectively on the same map
1647 op->remove (); 1572 op->remove ();
1648 1573
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1574 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1575}
1651 1576
1577region *
1578maptile::region (int x, int y) const
1579{
1580 if (regions
1581 && regionmap
1582 && !OUT_OF_REAL_MAP (this, x, y))
1583 if (struct region *reg = regionmap [regions [y * width + x]])
1584 return reg;
1585
1586 if (default_region)
1587 return default_region;
1588
1589 return ::region::default_region ();
1590}
1591
1592/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596object *
1597maptile::pick_random_object () const
1598{
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616}
1617
1618void
1619maptile::play_sound (faceidx sound, int x, int y) const
1620{
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636}
1637

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