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Comparing deliantra/server/common/map.C (file contents):
Revision 1.65 by root, Mon Jan 1 21:19:51 2007 UTC vs.
Revision 1.124 by root, Tue Sep 4 05:43:20 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>
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
232 169
233/* 170/*
234 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 172 * 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
272 209
273 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
275 } 212 }
276 213
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 215 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 217
281 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 221 return P_IS_ALIVE;
343} 280}
344 281
345/* link_multipart_objects go through all the objects on the map looking 282/* 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 283 * 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 284 * 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 285 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 286 */
351void 287void
352maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
353{ 289{
354 if (!spaces) 290 if (!spaces)
355 return; 291 return;
356 292
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
359 { 297 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 299 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 { 300 {
374 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
375 303
376 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 306 // 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); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
391 } 311 }
312 else
313 op = op->above;
392 } 314 }
393
394 tmp = above;
395 } 315 }
396} 316}
397 317
398/* 318/*
399 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 320 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 321 */
403bool 322bool
404maptile::load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
405{ 324{
406 int unique; 325 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 { 326 {
414 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 328
416 * or editor will not be able to do anything with it either. 329 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 330 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
421 continue; 332 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 333 {
426 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
428 339
429 if (op->inv) 340 continue;
430 sum_weight (op);
431 341
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 342 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
437 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
438 break; 348 break;
439 } 349 }
440 350
441 op = object::create (); 351 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 } 352 }
462#endif
463 353
464 return true; 354 return true;
465} 355}
466 356
467void 357void
468maptile::activate () 358maptile::activate ()
469{ 359{
470 if (!spaces) 360 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 363 op->activate_recursive ();
476} 364}
477 365
478void 366void
479maptile::deactivate () 367maptile::deactivate ()
480{ 368{
481 if (!spaces) 369 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 372 op->deactivate_recursive ();
487} 373}
488 374
489bool 375bool
490maptile::save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
491{ 377{
492 static int cede_count = 0; 378 coroapi::cede_to_tick ();
493 379
494 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
495 save_header (freezer); 381 _save_header (f);
496 382
497 if (!spaces) 383 if (!spaces)
498 return false; 384 return false;
499 385
500 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
501 { 387 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 388 bool unique = 0;
389
509 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
510 { 391 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 393
517 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
518 continue; 395 continue;
519 396
520 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 398 {
522 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 400 op->write (f);
524 } 401 }
525 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 403 op->write (f);
527 } 404 }
528 } 405 }
529 406
407 coroapi::cede_to_tick ();
408
530 return true; 409 return true;
531} 410}
532 411
533bool 412bool
534maptile::load_objects (const char *path, bool skip_header) 413maptile::_save_objects (const char *path, int flags)
535{ 414{
536 object_thawer thawer (path); 415 object_freezer freezer;
537 416
538 if (!thawer) 417 if (!_save_objects (freezer, flags))
539 return false; 418 return false;
540 419
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 420 return freezer.save (path);
564} 421}
565 422
566maptile::maptile () 423maptile::maptile ()
567{ 424{
568 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
569 426
570 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
572 */ 429 */
573 width = 16; 430 width = 16;
574 height = 16; 431 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 432 timeout = 300;
577 enter_x = 0; 433 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 434 max_volume = 2000000; // 2m³
579} 435}
580 436
581maptile::maptile (int w, int h) 437maptile::maptile (int w, int h)
582{ 438{
583 in_memory = MAP_SWAPPED; 439 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 585 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 586 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 587 * MSW 2001-07-01
732 */ 588 */
733bool 589bool
734maptile::load_header (object_thawer &thawer) 590maptile::_load_header (object_thawer &thawer)
735{ 591{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 592 for (;;)
741 { 593 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 594 switch (thawer.kw)
745 { 595 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 596 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 597 thawer.get_ml (KW_endmsg, msg);
755 break; 598 break;
756 599
757 case KW_lore: // CF+ extension 600 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 631 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 632 case KW_sky: thawer.get (sky); break;
790 633
791 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
793 637
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 638 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 640
797 // old names new names 641 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
813 default: 665 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 666 if (!thawer.parse_error ("map", 0))
667 return false;
815 break; 668 break;
816 } 669 }
670
671 thawer.next ();
817 } 672 }
818 673
819 abort (); 674 abort ();
820}
821
822bool
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831} 675}
832 676
833/****************************************************************************** 677/******************************************************************************
834 * This is the start of unique map handling code 678 * This is the start of unique map handling code
835 *****************************************************************************/ 679 *****************************************************************************/
846 object *above = op->above; 690 object *above = op->above;
847 691
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 693 unique = 1;
850 694
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 696 {
853 op->destroy_inv (false); 697 op->destroy_inv (false);
854 op->destroy (); 698 op->destroy ();
855 } 699 }
856 700
858 } 702 }
859 } 703 }
860} 704}
861 705
862bool 706bool
863maptile::save_header (object_freezer &freezer) 707maptile::_save_header (object_freezer &freezer)
864{ 708{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 711
868 MAP_OUT2 (arch, "map"); 712 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 714 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 715 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 716 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 717 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 720 MAP_OUT (difficulty);
876 721
877 if (region) MAP_OUT2 (region, region->name); 722 if (default_region) MAP_OUT2 (region, default_region->name);
878 723
879 if (shopitems) 724 if (shopitems)
880 { 725 {
881 char shop[MAX_BUF]; 726 char shop[MAX_BUF];
882 print_shop_string (this, shop); 727 print_shop_string (this, shop);
917 762
918 return true; 763 return true;
919} 764}
920 765
921bool 766bool
922maptile::save_header (const char *path) 767maptile::_save_header (const char *path)
923{ 768{
924 object_freezer freezer; 769 object_freezer freezer;
925 770
926 if (!save_header (freezer)) 771 if (!_save_header (freezer))
927 return false; 772 return false;
928 773
929 return freezer.save (path); 774 return freezer.save (path);
930} 775}
931 776
933 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
934 */ 779 */
935void 780void
936maptile::clear () 781maptile::clear ()
937{ 782{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
938 if (!spaces) 786 if (spaces)
939 return; 787 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 789 while (object *op = ms->bot)
943 { 790 {
944 if (op->head)
945 op = op->head; 791 op = op->head_ ();
946
947 op->destroy_inv (false); 792 op->destroy_inv (false);
948 op->destroy (); 793 op->destroy ();
949 } 794 }
950 795
951 sfree (spaces, size ()), spaces = 0; 796 sfree (spaces, size ()), spaces = 0;
797 }
952 798
953 if (buttons) 799 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
955} 801}
956 802
989maptile::do_destroy () 835maptile::do_destroy ()
990{ 836{
991 attachable::do_destroy (); 837 attachable::do_destroy ();
992 838
993 clear (); 839 clear ();
840}
841
842/* decay and destroy perishable items in a map */
843void
844maptile::do_decay_objects ()
845{
846 if (!spaces)
847 return;
848
849 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above)
851 {
852 above = op->above;
853
854 bool destroy = 0;
855
856 // do not decay anything above unique floor tiles (yet :)
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858 break;
859
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ())
866 ; // do not decay
867 else if (op->is_weapon ())
868 {
869 op->stats.dam--;
870 if (op->stats.dam < 0)
871 destroy = 1;
872 }
873 else if (op->is_armor ())
874 {
875 op->stats.ac--;
876 if (op->stats.ac < 0)
877 destroy = 1;
878 }
879 else if (op->type == FOOD)
880 {
881 op->stats.food -= rndm (5, 20);
882 if (op->stats.food < 0)
883 destroy = 1;
884 }
885 else
886 {
887 int mat = op->materials;
888
889 if (mat & M_PAPER
890 || mat & M_LEATHER
891 || mat & M_WOOD
892 || mat & M_ORGANIC
893 || mat & M_CLOTH
894 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32))
900 destroy = 1;
901 }
902
903 /* adjust overall chance below */
904 if (destroy && rndm (0, 1))
905 op->destroy ();
906 }
994} 907}
995 908
996/* 909/*
997 * Updates every button on the map (by calling update_button() for them). 910 * Updates every button on the map (by calling update_button() for them).
998 */ 911 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 959 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 960 {
1048 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1049 962
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1052 965
1053 monster_cnt++; 966 monster_cnt++;
1054 } 967 }
1055 } 968 }
1056 969
1110 */ 1023 */
1111void 1024void
1112mapspace::update_ () 1025mapspace::update_ ()
1113{ 1026{
1114 object *tmp, *last = 0; 1027 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1030
1120 middle = blank_face; 1031 //object *middle = 0;
1121 top = blank_face; 1032 //object *top = 0;
1122 floor = blank_face; 1033 //object *floor = 0;
1123 1034 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1035 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1036 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1037 object *&floor = faces_obj[2] = 0;
1127 1038
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1040 {
1130 /* This could be made additive I guess (two lights better than 1041 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1042 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1145 */ 1056 */
1146 if (!tmp->invisible) 1057 if (!tmp->invisible)
1147 { 1058 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1060 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1062 {
1155 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1157 */ 1065 */
1158 middle = blank_face; 1066 middle = 0;
1159 top = blank_face; 1067 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1068 floor = tmp;
1162 } 1069 }
1163 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1072 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1073 middle = tmp;
1169 anywhere = 1; 1074 anywhere = 1;
1170 } 1075 }
1171 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1173 * top 1078 * top
1174 */ 1079 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1081 middle = tmp;
1179 }
1180 } 1082 }
1181 1083
1182 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1183 { 1085 {
1184 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1222 */ 1124 */
1223 if (top == middle) 1125 if (top == middle)
1224 middle = blank_face; 1126 middle = 0;
1225 1127
1226 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1138 break;
1237 1139
1238 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1240 break; 1142 break;
1241 1143
1242 /* Only show visible faces, unless its the editor - show all */ 1144 /* Only show visible faces */
1243 if (!tmp->invisible || editor) 1145 if (!tmp->invisible)
1244 { 1146 {
1245 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1246 if (top == blank_face) 1148 if (!top)
1247 { 1149 {
1248 top = tmp->face;
1249 top_obj = tmp; 1150 top = tmp;
1250 if (top == middle) 1151 if (top == middle)
1251 middle = blank_face; 1152 middle = 0;
1252 } 1153 }
1253 else 1154 else
1254 { 1155 {
1255 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1256 * middle is not set 1157 * middle is not set
1257 * 1158 *
1258 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1260 * 1161 *
1261 */ 1162 */
1262 if (tmp->face != top) 1163 if (tmp != top)
1263 { 1164 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1165 middle = tmp;
1266 break; 1166 break;
1267 } 1167 }
1268 } 1168 }
1269 } 1169 }
1270 } 1170 }
1271 1171
1272 if (middle == floor) 1172 if (middle == floor)
1273 middle = blank_face; 1173 middle = 0;
1274 1174
1275 if (top == middle) 1175 if (top == middle)
1276 middle = blank_face; 1176 middle = 0;
1277 1177
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1281} 1183}
1282 1184
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1185uint64
1284 * the map. It also takes care of linking back the freshly loaded 1186mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. It really only does this
1287 * so that it is easier for calling functions to verify success.
1288 */
1289static maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num)
1291{ 1187{
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1188 uint64 vol = 0;
1293 1189
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1295 { 1191 vol += op->volume ();
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303 1192
1304 int dest_tile = (tile_num + 2) % 4; 1193 return vol;
1194}
1305 1195
1306 orig_map->tile_map[tile_num] = mp; 1196bool
1197maptile::tile_available (int dir, bool load)
1198{
1199 if (!tile_path[dir])
1200 return 0;
1307 1201
1308 // optimisation: back-link map to origin map if euclidean 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1309 //TODO: non-euclidean maps MUST GO 1203 return 1;
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312 1204
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1;
1207
1313 return mp; 1208 return 0;
1314} 1209}
1315 1210
1316/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1331 if (!m) 1226 if (!m)
1332 return 0; 1227 return 0;
1333 1228
1334 if (x < 0) 1229 if (x < 0)
1335 { 1230 {
1336 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1337 return 1; 1232 return 1;
1338 1233
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3);
1341
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 } 1235 }
1344 1236
1345 if (x >= m->width) 1237 if (x >= m->width)
1346 { 1238 {
1347 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1348 return 1; 1240 return 1;
1349 1241
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1);
1352
1353 return out_of_map (m->tile_map[1], x - m->width, y); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1354 } 1243 }
1355 1244
1356 if (y < 0) 1245 if (y < 0)
1357 { 1246 {
1358 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1359 return 1; 1248 return 1;
1360 1249
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0);
1363
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 } 1251 }
1366 1252
1367 if (y >= m->height) 1253 if (y >= m->height)
1368 { 1254 {
1369 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1370 return 1; 1256 return 1;
1371
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2);
1374 1257
1375 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1376 } 1259 }
1377 1260
1378 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1383 1266
1384/* This is basically the same as out_of_map above, but 1267/* This is basically the same as out_of_map above, but
1385 * instead we return NULL if no map is valid (coordinates 1268 * instead we return NULL if no map is valid (coordinates
1386 * out of bounds and no tiled map), otherwise it returns 1269 * out of bounds and no tiled map), otherwise it returns
1387 * the map as that the coordinates are really on, and 1270 * the map as that the coordinates are really on, and
1388 * updates x and y to be the localized coordinates. 1271 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1272 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1273 * and then figuring out what the real map is
1391 */ 1274 */
1392maptile * 1275maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1277{
1395 if (*x < 0) 1278 if (x < 0)
1396 { 1279 {
1397 if (!m->tile_path[3]) 1280 if (!tile_available (3))
1398 return 0; 1281 return 0;
1399 1282
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1283 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1284 return tile_map[3]->xy_find (x, y);
1405 } 1285 }
1406 1286
1407 if (*x >= m->width) 1287 if (x >= width)
1408 { 1288 {
1409 if (!m->tile_path[1]) 1289 if (!tile_available (1))
1410 return 0; 1290 return 0;
1411 1291
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1292 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1293 return tile_map[1]->xy_find (x, y);
1417 } 1294 }
1418 1295
1419 if (*y < 0) 1296 if (y < 0)
1420 { 1297 {
1421 if (!m->tile_path[0]) 1298 if (!tile_available (0))
1422 return 0; 1299 return 0;
1423 1300
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1301 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1302 return tile_map[0]->xy_find (x, y);
1429 } 1303 }
1430 1304
1431 if (*y >= m->height) 1305 if (y >= height)
1432 { 1306 {
1433 if (!m->tile_path[2]) 1307 if (!tile_available (2))
1434 return 0; 1308 return 0;
1435 1309
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1310 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1311 return tile_map[2]->xy_find (x, y);
1441 } 1312 }
1442 1313
1443 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1444 * map. 1315 * map.
1445 */ 1316 */
1446 return m; 1317 return this;
1447} 1318}
1448 1319
1449/** 1320/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1321 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1322 * map1 to map2 in dx/dy.
1452 */ 1323 */
1453static int 1324int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1326{
1456 if (!map1 || !map2) 1327 if (!map1 || !map2)
1457 return 0; 1328 return 0;
1458 1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1332 if (map1 == map2)
1460 { 1333 {
1461 *dx = 0; 1334 *dx = 0;
1462 *dy = 0; 1335 *dy = 0;
1463 } 1336 }
1523 } 1396 }
1524 else 1397 else
1525 return 0; 1398 return 0;
1526 1399
1527 return 1; 1400 return 1;
1401}
1402
1403maptile *
1404maptile::xy_load (sint16 &x, sint16 &y)
1405{
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412}
1413
1414maptile *
1415get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416{
1417 return m->xy_load (*x, *y);
1528} 1418}
1529 1419
1530/* From map.c 1420/* From map.c
1531 * This is used by get_player to determine where the other 1421 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1422 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1423 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1424 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1425 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1426 * that the creature should head. part is the part of the
1537 * monster that is closest. 1427 * monster that is closest.
1538 * 1428 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1429 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1430 * structure for op1 to get to op2.
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{ 1442{
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 { 1444 {
1555 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1446 retval->distance = 10000;
1557 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
1559 retval->direction = 0; 1449 retval->direction = 0;
1560 retval->part = 0; 1450 retval->part = 0;
1561 } 1451 }
1562 else 1452 else
1563 { 1453 {
1568 1458
1569 best = op1; 1459 best = op1;
1570 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
1572 { 1462 {
1573 object *tmp;
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1464
1576 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
1577 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1469 * below works.
1581 */ 1470 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1472 {
1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
1587 { 1476 {
1588 best_distance = tmpi; 1477 best_distance = tmpi;
1589 best = tmp; 1478 best = tmp;
1590 } 1479 }
1591 } 1480 }
1481
1592 if (best != op1) 1482 if (best != op1)
1593 { 1483 {
1594 retval->distance_x += op1->x - best->x; 1484 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
1596 } 1486 }
1597 } 1487 }
1488
1598 retval->part = best; 1489 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 } 1492 }
1602} 1493}
1603 1494
1604/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
1609 * flags has no meaning for this function at this time - I kept it in to 1500 * flags has no meaning for this function at this time - I kept it in to
1610 * be more consistant with the above function and also in case they are needed 1501 * be more consistant with the above function and also in case they are needed
1611 * for something in the future. Also, since no object is pasted, the best 1502 * for something in the future. Also, since no object is pasted, the best
1612 * field of the rv_vector is set to NULL. 1503 * field of the rv_vector is set to NULL.
1613 */ 1504 */
1614
1615void 1505void
1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617{ 1507{
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 { 1509 {
1620 /* be conservative and fill in _some_ data */ 1510 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1511 retval->distance = 100000;
1628 { 1518 {
1629 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1631 1521
1632 retval->part = NULL; 1522 retval->part = NULL;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 } 1525 }
1636} 1526}
1637 1527
1638/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1658 op->remove (); 1548 op->remove ();
1659 1549
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1551}
1662 1552
1553region *
1554maptile::region (int x, int y) const
1555{
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566}
1567
1568/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */
1572object *
1573maptile::pick_random_object () const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (rndm (width), rndm (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick)
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked");
1592}
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players (pl)
1601 if (pl->ob->map == this)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy);
1611 }
1612}
1613

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