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Comparing deliantra/server/common/map.C (file contents):
Revision 1.67 by elmex, Wed Jan 3 02:51:09 2007 UTC vs.
Revision 1.114 by root, Thu Jul 26 00:27:07 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{
360 active = true;
361
470 if (!spaces) 362 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 364 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 365 op->activate_recursive ();
476} 366}
477 367
478void 368void
479maptile::deactivate () 369maptile::deactivate ()
480{ 370{
371 active = false;
372
481 if (!spaces) 373 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 376 op->deactivate_recursive ();
487} 377}
488 378
489bool 379bool
490maptile::save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
491{ 381{
492 static int cede_count = 0; 382 coroapi::cede_to_tick ();
493 383
494 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
495 save_header (freezer); 385 _save_header (f);
496 386
497 if (!spaces) 387 if (!spaces)
498 return false; 388 return false;
499 389
500 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
501 { 391 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 392 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
510 { 394 {
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]) 395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 396 unique = 1;
516 397
517 if (!op->can_map_save ()) 398 if (!op->can_map_save ())
518 continue; 399 continue;
519 400
520 if (unique || op->flag [FLAG_UNIQUE]) 401 if (unique || op->flag [FLAG_UNIQUE])
521 { 402 {
522 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 404 op->write (f);
524 } 405 }
525 else if (flags & IO_OBJECTS) 406 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 407 op->write (f);
527 } 408 }
528 } 409 }
529 410
411 coroapi::cede_to_tick ();
412
530 return true; 413 return true;
531} 414}
532 415
533bool 416bool
534maptile::load_objects (const char *path, bool skip_header) 417maptile::_load_objects (const char *path, bool skip_header)
535{ 418{
536 object_thawer thawer (path); 419 object_thawer f (path);
537 420
538 if (!thawer) 421 if (!f)
539 return false; 422 return false;
423
424 f.next ();
540 425
541 if (skip_header) 426 if (skip_header)
542 for (;;) 427 for (;;)
543 { 428 {
544 keyword kw = thawer.get_kv (); 429 keyword kw = f.kw;
545 430 f.skip ();
546 if (kw == KW_end) 431 if (kw == KW_end)
547 break; 432 break;
548
549 thawer.skip_kv (kw);
550 } 433 }
551 434
552 return load_objects (thawer); 435 return _load_objects (f);
553} 436}
554 437
555bool 438bool
556maptile::save_objects (const char *path, int flags) 439maptile::_save_objects (const char *path, int flags)
557{ 440{
558 object_freezer freezer; 441 object_freezer freezer;
559 442
560 if (!save_objects (freezer, flags)) 443 if (!_save_objects (freezer, flags))
561 return false; 444 return false;
562 445
563 return freezer.save (path); 446 return freezer.save (path);
564} 447}
565 448
566maptile::maptile () 449maptile::maptile ()
567{ 450{
568 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
569 452
570 /* The maps used to pick up default x and y values from the 453 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
572 */ 455 */
573 width = 16; 456 width = 16;
574 height = 16; 457 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 458 timeout = 300;
577 enter_x = 0; 459 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 460 max_volume = 2000000; // 2m³
579} 461}
580 462
581maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
582{ 464{
583 in_memory = MAP_SWAPPED; 465 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 611 * 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. 612 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 613 * MSW 2001-07-01
732 */ 614 */
733bool 615bool
734maptile::load_header (object_thawer &thawer) 616maptile::_load_header (object_thawer &thawer)
735{ 617{
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 (;;) 618 for (;;)
741 { 619 {
742 keyword kw = thawer.get_kv (); 620 thawer.next ();
743 621
744 switch (kw) 622 switch (thawer.kw)
745 { 623 {
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: 624 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 625 thawer.get_ml (KW_endmsg, msg);
755 break; 626 break;
756 627
757 case KW_lore: // CF+ extension 628 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 659 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 660 case KW_sky: thawer.get (sky); break;
790 661
791 case KW_per_player: thawer.get (per_player); break; 662 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 663 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break;
793 665
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 666 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 668
797 // old names new names 669 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 670 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; 671 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
689 case KW_end:
690 return true;
691
813 default: 692 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 693 if (!thawer.parse_error ("map", 0))
694 return false;
815 break; 695 break;
816 } 696 }
817 } 697 }
818 698
819 abort (); 699 abort ();
820} 700}
821 701
822bool 702bool
823maptile::load_header (const char *path) 703maptile::_load_header (const char *path)
824{ 704{
825 object_thawer thawer (path); 705 object_thawer thawer (path);
826 706
827 if (!thawer) 707 if (!thawer)
828 return false; 708 return false;
829 709
830 return load_header (thawer); 710 return _load_header (thawer);
831} 711}
832 712
833/****************************************************************************** 713/******************************************************************************
834 * This is the start of unique map handling code 714 * This is the start of unique map handling code
835 *****************************************************************************/ 715 *****************************************************************************/
846 object *above = op->above; 726 object *above = op->above;
847 727
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 729 unique = 1;
850 730
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 732 {
853 op->destroy_inv (false); 733 op->destroy_inv (false);
854 op->destroy (); 734 op->destroy ();
855 } 735 }
856 736
858 } 738 }
859 } 739 }
860} 740}
861 741
862bool 742bool
863maptile::save_header (object_freezer &freezer) 743maptile::_save_header (object_freezer &freezer)
864{ 744{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 745#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 747
868 MAP_OUT2 (arch, "map"); 748 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 750 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 751 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 752 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 753 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 756 MAP_OUT (difficulty);
876 757
877 if (region) MAP_OUT2 (region, region->name); 758 if (default_region) MAP_OUT2 (region, default_region->name);
878 759
879 if (shopitems) 760 if (shopitems)
880 { 761 {
881 char shop[MAX_BUF]; 762 char shop[MAX_BUF];
882 print_shop_string (this, shop); 763 print_shop_string (this, shop);
917 798
918 return true; 799 return true;
919} 800}
920 801
921bool 802bool
922maptile::save_header (const char *path) 803maptile::_save_header (const char *path)
923{ 804{
924 object_freezer freezer; 805 object_freezer freezer;
925 806
926 if (!save_header (freezer)) 807 if (!_save_header (freezer))
927 return false; 808 return false;
928 809
929 return freezer.save (path); 810 return freezer.save (path);
930} 811}
931 812
933 * Remove and free all objects in the given map. 814 * Remove and free all objects in the given map.
934 */ 815 */
935void 816void
936maptile::clear () 817maptile::clear ()
937{ 818{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
938 if (!spaces) 822 if (spaces)
939 return; 823 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 825 while (object *op = ms->bot)
943 { 826 {
944 if (op->head)
945 op = op->head; 827 op = op->head_ ();
946
947 op->destroy_inv (false); 828 op->destroy_inv (false);
948 op->destroy (); 829 op->destroy ();
949 } 830 }
950 831
951 sfree (spaces, size ()), spaces = 0; 832 sfree (spaces, size ()), spaces = 0;
833 }
952 834
953 if (buttons) 835 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 836 free_objectlinkpt (buttons), buttons = 0;
955} 837}
956 838
989maptile::do_destroy () 871maptile::do_destroy ()
990{ 872{
991 attachable::do_destroy (); 873 attachable::do_destroy ();
992 874
993 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy ();
943 }
994} 944}
995 945
996/* 946/*
997 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
998 */ 948 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 997 {
1048 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1049 999
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1052 1002
1053 monster_cnt++; 1003 monster_cnt++;
1054 } 1004 }
1055 } 1005 }
1056 1006
1110 */ 1060 */
1111void 1061void
1112mapspace::update_ () 1062mapspace::update_ ()
1113{ 1063{
1114 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1065 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; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1067
1120 middle = blank_face; 1068 //object *middle = 0;
1121 top = blank_face; 1069 //object *top = 0;
1122 floor = blank_face; 1070 //object *floor = 0;
1123 1071 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1072 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1073 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1074 object *&floor = faces_obj[2] = 0;
1127 1075
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1077 {
1130 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1079 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1145 */ 1093 */
1146 if (!tmp->invisible) 1094 if (!tmp->invisible)
1147 { 1095 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1097 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1099 {
1155 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1157 */ 1102 */
1158 middle = blank_face; 1103 middle = 0;
1159 top = blank_face; 1104 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1105 floor = tmp;
1162 } 1106 }
1163 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1109 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1110 middle = tmp;
1169 anywhere = 1; 1111 anywhere = 1;
1170 } 1112 }
1171 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1173 * top 1115 * top
1174 */ 1116 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1118 middle = tmp;
1179 }
1180 } 1119 }
1181 1120
1182 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1183 { 1122 {
1184 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
1222 */ 1161 */
1223 if (top == middle) 1162 if (top == middle)
1224 middle = blank_face; 1163 middle = 0;
1225 1164
1226 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1168 * 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 */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1175 break;
1237 1176
1238 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1240 break; 1179 break;
1241 1180
1242 /* Only show visible faces */ 1181 /* Only show visible faces */
1243 if (!tmp->invisible) 1182 if (!tmp->invisible)
1244 { 1183 {
1245 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1246 if (top == blank_face) 1185 if (!top)
1247 { 1186 {
1248 top = tmp->face;
1249 top_obj = tmp; 1187 top = tmp;
1250 if (top == middle) 1188 if (top == middle)
1251 middle = blank_face; 1189 middle = 0;
1252 } 1190 }
1253 else 1191 else
1254 { 1192 {
1255 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1256 * middle is not set 1194 * middle is not set
1257 * 1195 *
1258 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1260 * 1198 *
1261 */ 1199 */
1262 if (tmp->face != top) 1200 if (tmp != top)
1263 { 1201 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1202 middle = tmp;
1266 break; 1203 break;
1267 } 1204 }
1268 } 1205 }
1269 } 1206 }
1270 } 1207 }
1271 1208
1272 if (middle == floor) 1209 if (middle == floor)
1273 middle = blank_face; 1210 middle = 0;
1274 1211
1275 if (top == middle) 1212 if (top == middle)
1276 middle = blank_face; 1213 middle = 0;
1277 1214
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1281} 1220}
1282 1221
1222uint64
1223mapspace::volume () const
1224{
1225 uint64 vol = 0;
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1231}
1232
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1233/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly loaded 1234 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns 1235 * 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 1236 * the value of orig_map->tile_map[tile_num].
1287 * so that it is easier for calling functions to verify success.
1288 */ 1237 */
1289static maptile * 1238static inline maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
1291{ 1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242
1243 if (!mp)
1244 {
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293 1246
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1247 if (!mp)
1295 { 1248 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1249 // 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", 1250 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); 1251 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1); 1252 mp = new maptile (1, 1);
1300 mp->alloc (); 1253 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY; 1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1302 } 1256 }
1303 1257
1304 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
1305 1259
1306 orig_map->tile_map[tile_num] = mp; 1260 orig_map->tile_map [tile_num] = mp;
1307 1261
1308 // optimisation: back-link map to origin map if euclidean 1262 // optimisation: back-link map to origin map if euclidean
1309 //TODO: non-euclidean maps MUST GO 1263 //TODO: non-euclidean maps MUST GO
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1264 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; 1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312 1266
1313 return mp; 1267 return mp;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
1314} 1274}
1315 1275
1316/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
1335 { 1295 {
1336 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
1337 return 1; 1297 return 1;
1338 1298
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3); 1300 find_and_link (m, 3);
1341 1301
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 } 1303 }
1344 1304
1345 if (x >= m->width) 1305 if (x >= m->width)
1346 { 1306 {
1347 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
1348 return 1; 1308 return 1;
1349 1309
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1); 1311 find_and_link (m, 1);
1352 1312
1353 return out_of_map (m->tile_map[1], x - m->width, y); 1313 return out_of_map (m->tile_map[1], x - m->width, y);
1354 } 1314 }
1355 1315
1356 if (y < 0) 1316 if (y < 0)
1357 { 1317 {
1358 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
1359 return 1; 1319 return 1;
1360 1320
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0); 1322 find_and_link (m, 0);
1363 1323
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 } 1325 }
1366 1326
1367 if (y >= m->height) 1327 if (y >= m->height)
1368 { 1328 {
1369 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
1370 return 1; 1330 return 1;
1371 1331
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2); 1333 find_and_link (m, 2);
1374 1334
1375 return out_of_map (m->tile_map[2], x, y - m->height); 1335 return out_of_map (m->tile_map[2], x, y - m->height);
1376 } 1336 }
1377 1337
1378 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1388 * updates x and y to be the localised coordinates. 1348 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
1391 */ 1351 */
1392maptile * 1352maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1353maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1354{
1395 if (*x < 0) 1355 if (x < 0)
1396 { 1356 {
1397 if (!m->tile_path[3]) 1357 if (!tile_path[3])
1398 return 0; 1358 return 0;
1399 1359
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 3);
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1361 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1362 return tile_map[3]->xy_find (x, y);
1405 } 1363 }
1406 1364
1407 if (*x >= m->width) 1365 if (x >= width)
1408 { 1366 {
1409 if (!m->tile_path[1]) 1367 if (!tile_path[1])
1410 return 0; 1368 return 0;
1411 1369
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 1);
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1371 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1372 return tile_map[1]->xy_find (x, y);
1417 } 1373 }
1418 1374
1419 if (*y < 0) 1375 if (y < 0)
1420 { 1376 {
1421 if (!m->tile_path[0]) 1377 if (!tile_path[0])
1422 return 0; 1378 return 0;
1423 1379
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1380 find_and_link (this, 0);
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1381 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1382 return tile_map[0]->xy_find (x, y);
1429 } 1383 }
1430 1384
1431 if (*y >= m->height) 1385 if (y >= height)
1432 { 1386 {
1433 if (!m->tile_path[2]) 1387 if (!tile_path[2])
1434 return 0; 1388 return 0;
1435 1389
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1390 find_and_link (this, 2);
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1391 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map[2]->xy_find (x, y);
1441 } 1393 }
1442 1394
1443 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1444 * map. 1396 * map.
1445 */ 1397 */
1446 return m; 1398 return this;
1447} 1399}
1448 1400
1449/** 1401/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1452 */ 1404 */
1453static int 1405int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1407{
1456 if (!map1 || !map2) 1408 if (!map1 || !map2)
1457 return 0; 1409 return 0;
1458 1410
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1413 if (map1 == map2)
1460 { 1414 {
1461 *dx = 0; 1415 *dx = 0;
1462 *dy = 0; 1416 *dy = 0;
1463 } 1417 }
1523 } 1477 }
1524 else 1478 else
1525 return 0; 1479 return 0;
1526 1480
1527 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
1528} 1499}
1529 1500
1530/* From map.c 1501/* From map.c
1531 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1537 * monster that is closest. 1508 * monster that is closest.
1538 * 1509 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{ 1523{
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 { 1525 {
1555 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1527 retval->distance = 10000;
1557 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
1559 retval->direction = 0; 1530 retval->direction = 0;
1560 retval->part = 0; 1531 retval->part = 0;
1561 } 1532 }
1562 else 1533 else
1563 { 1534 {
1568 1539
1569 best = op1; 1540 best = op1;
1570 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
1572 { 1543 {
1573 object *tmp;
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1545
1576 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1577 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1550 * below works.
1581 */ 1551 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1553 {
1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 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); 1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1587 { 1557 {
1588 best_distance = tmpi; 1558 best_distance = tmpi;
1589 best = tmp; 1559 best = tmp;
1590 } 1560 }
1591 } 1561 }
1562
1592 if (best != op1) 1563 if (best != op1)
1593 { 1564 {
1594 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1596 } 1567 }
1597 } 1568 }
1569
1598 retval->part = best; 1570 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 } 1573 }
1602} 1574}
1603 1575
1604/* this is basically the same as get_rangevector above, but instead of 1576/* 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 1581 * 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 1582 * 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 1583 * for something in the future. Also, since no object is pasted, the best
1612 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1613 */ 1585 */
1614
1615void 1586void
1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617{ 1588{
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 { 1590 {
1620 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1592 retval->distance = 100000;
1628 { 1599 {
1629 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1631 1602
1632 retval->part = NULL; 1603 retval->part = NULL;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 } 1606 }
1636} 1607}
1637 1608
1638/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1658 op->remove (); 1629 op->remove ();
1659 1630
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1631 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1632}
1662 1633
1634region *
1635maptile::region (int x, int y) const
1636{
1637 if (regions
1638 && regionmap
1639 && !OUT_OF_REAL_MAP (this, x, y))
1640 if (struct region *reg = regionmap [regions [y * width + x]])
1641 return reg;
1642
1643 if (default_region)
1644 return default_region;
1645
1646 return ::region::default_region ();
1647}
1648
1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */
1653object *
1654maptile::pick_random_object () const
1655{
1656 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me.
1661 */
1662 for (int i = 1000; --i;)
1663 {
1664 object *pick = at (rndm (width), rndm (height)).bot;
1665
1666 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick)
1668 return pick->head_ ();
1669 }
1670
1671 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked");
1673}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681
1682void
1683maptile::play_sound (faceidx sound, int x, int y) const
1684{
1685 if (!sound)
1686 return;
1687
1688 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns)
1691 {
1692 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y;
1694
1695 int distance = idistance (dx, dy);
1696
1697 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy);
1699 }
1700}
1701

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