ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.72 by root, Sat Jan 13 23:06:12 2007 UTC vs.
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "loader.h"
31#include "path.h" 28#include "path.h"
32
33/*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 29
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
174 */ 105 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 107 return 0;
177 108
178 if (ob->head != NULL)
179 ob = ob->head; 109 ob = ob->head_ ();
180 110
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
214 else 144 else
215 { 145 {
216 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
218 * movement, can't move here. 148 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
220 * hidden dm 150 * hidden dm
221 */ 151 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 153 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 160 return 1;
227 } 161 }
228 162
229 } 163 }
230 return 0; 164 return 0;
231} 165}
232 166
233
234/* 167/*
235 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
240 * 173 *
241 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
242 * 175 *
243 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
255 * 188 *
256 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
258 * against the move_block values. 191 * against the move_block values.
259 */ 192 */
260int 193bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
262{ 195{
263 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
277 199
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
279 { 201 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 202
282 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 204
284 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 206 return 1;
286 207
287 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
288 209 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 211 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 213 continue;
296 214
297 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
299 */ 217 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
301 return P_NO_PASS; 219 return 1;
302 } 220 }
303 221
304 return 0; 222 return 0;
305} 223}
306 224
324 242
325 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
326 tmp = next; 244 tmp = next;
327 } 245 }
328 246
329 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
330 * carrying. 248 //TODO: remove
331 */ 249 container->update_weight ();
332 sum_weight (container);
333} 250}
334 251
335void 252void
336maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
337{ 254{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
344} 261}
345 262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274}
275
346/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 280 */
352void 281void
353maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
354{ 283{
355 if (!spaces) 284 if (!spaces)
356 return; 285 return;
357 286
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
360 { 291 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 293 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 294 {
375 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
376 297
377 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
392 } 305 }
306 else
307 op = op->above;
393 } 308 }
394
395 tmp = above;
396 } 309 }
397} 310}
398 311
399/* 312/*
400 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 314 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 315 */
404bool 316bool
405maptile::_load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
406{ 318{
407 int unique; 319 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 320 {
415 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 322
417 * or editor will not be able to do anything with it either. 323 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 324 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
422 continue; 360 continue;
423 }
424 361
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 362 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
438 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
439 break; 368 break;
440 } 369 }
441 370
442 op = object::create (); 371 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 372 }
463#endif
464 373
465 return true; 374 return true;
466} 375}
467 376
468void 377void
469maptile::activate () 378maptile::activate ()
470{ 379{
471 if (!spaces) 380 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 383 op->activate_recursive ();
477} 384}
478 385
479void 386void
480maptile::deactivate () 387maptile::deactivate ()
481{ 388{
482 if (!spaces) 389 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 392 op->deactivate_recursive ();
488} 393}
489 394
490bool 395bool
491maptile::_save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
492{ 397{
493 static int cede_count = 0; 398 coroapi::cede_to_tick ();
494 399
495 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
496 _save_header (freezer); 401 _save_header (f);
497 402
498 if (!spaces) 403 if (!spaces)
499 return false; 404 return false;
500 405
501 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
502 { 407 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 408 bool unique = 0;
409
510 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
511 { 411 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
516 unique = 1;
517 413
518 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
519 continue; 415 continue;
520 416
521 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
522 { 418 {
523 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 420 op->write (f);
525 } 421 }
526 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
527 save_object (freezer, op, 1); 423 op->write (f);
528 } 424 }
529 } 425 }
530 426
427 coroapi::cede_to_tick ();
428
531 return true; 429 return true;
532}
533
534bool
535maptile::_load_objects (const char *path, bool skip_header)
536{
537 object_thawer thawer (path);
538
539 if (!thawer)
540 return false;
541
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
551 }
552
553 return _load_objects (thawer);
554} 430}
555 431
556bool 432bool
557maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
558{ 434{
567maptile::maptile () 443maptile::maptile ()
568{ 444{
569 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
570 446
571 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
573 */ 449 */
574 width = 16; 450 width = 16;
575 height = 16; 451 height = 16;
576 reset_timeout = 0;
577 timeout = 300; 452 timeout = 300;
578 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
579 enter_y = 0; 454 max_volume = 2000000; // 2m³
580} 455}
581 456
582maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
583{ 458{
584 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
734bool 609bool
735maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
736{ 611{
737 for (;;) 612 for (;;)
738 { 613 {
739 keyword kw = thawer.get_kv ();
740
741 switch (kw) 614 switch (thawer.kw)
742 { 615 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 616 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
757 break; 618 break;
758 619
759 case KW_lore: // CF+ extension 620 case KW_lore: // CF+ extension
790 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
792 653
793 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
795 658
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 661
799 // old names new names 662 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
809 672
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
814 } 690 }
691
692 thawer.next ();
815 } 693 }
816 694
817 abort (); 695 abort ();
818}
819
820bool
821maptile::_load_header (const char *path)
822{
823 object_thawer thawer (path);
824
825 if (!thawer)
826 return false;
827
828 return _load_header (thawer);
829} 696}
830 697
831/****************************************************************************** 698/******************************************************************************
832 * This is the start of unique map handling code 699 * This is the start of unique map handling code
833 *****************************************************************************/ 700 *****************************************************************************/
844 object *above = op->above; 711 object *above = op->above;
845 712
846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
847 unique = 1; 714 unique = 1;
848 715
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
850 { 717 {
851 op->destroy_inv (false); 718 op->destroy_inv (false);
852 op->destroy (); 719 op->destroy ();
853 } 720 }
854 721
868 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
870 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
873 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
874 743
875 if (region) MAP_OUT2 (region, region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
876 745
877 if (shopitems) 746 if (shopitems)
878 { 747 {
879 char shop[MAX_BUF]; 748 char shop[MAX_BUF];
880 print_shop_string (this, shop); 749 print_shop_string (this, shop);
931 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
932 */ 801 */
933void 802void
934maptile::clear () 803maptile::clear ()
935{ 804{
936 if (!spaces) 805 if (spaces)
937 return; 806 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 808 while (object *op = ms->bot)
941 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
942 if (op->head) 817 if (op == head)
943 op = op->head; 818 {
944
945 op->destroy_inv (false); 819 op->destroy_inv (false);
946 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
827 }
828
829 sfree0 (spaces, size ());
947 } 830 }
948
949 sfree (spaces, size ()), spaces = 0;
950 831
951 if (buttons) 832 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
953} 837}
954 838
955void 839void
956maptile::clear_header () 840maptile::clear_header ()
957{ 841{
987maptile::do_destroy () 871maptile::do_destroy ()
988{ 872{
989 attachable::do_destroy (); 873 attachable::do_destroy ();
990 874
991 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_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
992} 943}
993 944
994/* 945/*
995 * Updates every button on the map (by calling update_button() for them). 946 * Updates every button on the map (by calling update_button() for them).
996 */ 947 */
1043 994
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 996 {
1046 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1047 998
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1049 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1052 } 1010 }
1053 } 1011 }
1054 1012
1055 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1056 1014
1095 else 1053 else
1096 darkness = new_level; 1054 darkness = new_level;
1097 1055
1098 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1100 return 1; 1059 return 1;
1101} 1060}
1102 1061
1103/* 1062/*
1104 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1107 * through, etc) 1066 * through, etc)
1108 */ 1067 */
1109void 1068void
1110mapspace::update_ () 1069mapspace::update_ ()
1111{ 1070{
1112 object *tmp, *last = 0; 1071 object *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 New_Face *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1074
1118 middle = blank_face; 1075 //object *middle = 0;
1119 top = blank_face; 1076 //object *top = 0;
1120 floor = blank_face; 1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1121 1082
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1084 {
1128 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1132 */ 1089 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1135 1091
1136 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1142 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1143 */ 1099 */
1144 if (!tmp->invisible) 1100 if (!tmp->invisible)
1145 { 1101 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1103 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1105 {
1153 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1155 */ 1108 */
1156 middle = blank_face; 1109 middle = 0;
1157 top = blank_face; 1110 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1111 floor = tmp;
1160 } 1112 }
1161 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1115 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1116 middle = tmp;
1167 anywhere = 1; 1117 anywhere = 1;
1168 } 1118 }
1119
1169 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1171 * top 1122 * top
1172 */ 1123 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1125 middle = tmp;
1177 }
1178 } 1126 }
1179 1127
1180 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1181 { 1129 {
1182 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1189 move_off |= tmp->move_off; 1137 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow; 1138 move_allow |= tmp->move_allow;
1191 1139
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1145 }
1199 1146
1217 * middle face. This should not happen, as we already have the 1164 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1165 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1166 * may be possible for the faces to match but be different objects.
1220 */ 1167 */
1221 if (top == middle) 1168 if (top == middle)
1222 middle = blank_face; 1169 middle = 0;
1223 1170
1224 /* There are three posibilities at this point: 1171 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1172 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1173 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1174 * 3) neither middle or top is set - need to set both.
1228 */ 1175 */
1229 1176
1230 for (tmp = last; tmp; tmp = tmp->below) 1177 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1178 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1179 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1181 break;
1235 1182
1236 /* If two top faces are already set, quit processing */ 1183 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1184 if (top && middle)
1238 break; 1185 break;
1239 1186
1240 /* Only show visible faces */ 1187 /* Only show visible faces */
1241 if (!tmp->invisible) 1188 if (!tmp->invisible)
1242 { 1189 {
1243 /* Fill in top if needed */ 1190 /* Fill in top if needed */
1244 if (top == blank_face) 1191 if (!top)
1245 { 1192 {
1246 top = tmp->face;
1247 top_obj = tmp; 1193 top = tmp;
1248 if (top == middle) 1194 if (top == middle)
1249 middle = blank_face; 1195 middle = 0;
1250 } 1196 }
1251 else 1197 else
1252 { 1198 {
1253 /* top is already set - we should only get here if 1199 /* top is already set - we should only get here if
1254 * middle is not set 1200 * middle is not set
1255 * 1201 *
1256 * Set the middle face and break out, since there is nothing 1202 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1203 * more to fill in. We don't check visiblity here, since
1258 * 1204 *
1259 */ 1205 */
1260 if (tmp->face != top) 1206 if (tmp != top)
1261 { 1207 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1208 middle = tmp;
1264 break; 1209 break;
1265 } 1210 }
1266 } 1211 }
1267 } 1212 }
1268 } 1213 }
1269 1214
1270 if (middle == floor) 1215 if (middle == floor)
1271 middle = blank_face; 1216 middle = 0;
1272 1217
1273 if (top == middle) 1218 if (top == middle)
1274 middle = blank_face; 1219 middle = 0;
1275 1220
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1221#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1222 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1223 faces_obj [1] = middle;
1224 faces_obj [2] = floor;
1225#endif
1279} 1226}
1280 1227
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1228uint64
1282 * the map. It also takes care of linking back the freshly found 1229mapspace::volume () const
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1230{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1231 uint64 vol = 0;
1290 1232
1291 if (!mp) 1233 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1292 { 1234 vol += op->volume ();
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294 1235
1295 if (!mp) 1236 return vol;
1296 { 1237}
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305 1238
1306 int dest_tile = (tile_num + 2) % 4; 1239bool
1240maptile::tile_available (int dir, bool load)
1241{
1242 if (!tile_path[dir])
1243 return 0;
1307 1244
1308 orig_map->tile_map [tile_num] = mp; 1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1;
1309 1247
1310 // optimisation: back-link map to origin map if euclidean 1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1311 //TODO: non-euclidean maps MUST GO 1249 return 1;
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314 1250
1315 return mp; 1251 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1252}
1323 1253
1324/* this returns TRUE if the coordinates (x,y) are out of 1254/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1255 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1256 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1269 if (!m)
1340 return 0; 1270 return 0;
1341 1271
1342 if (x < 0) 1272 if (x < 0)
1343 { 1273 {
1344 if (!m->tile_path[3]) 1274 if (!m->tile_available (3))
1345 return 1; 1275 return 1;
1346 1276
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1277 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 } 1278 }
1352 1279
1353 if (x >= m->width) 1280 if (x >= m->width)
1354 { 1281 {
1355 if (!m->tile_path[1]) 1282 if (!m->tile_available (1))
1356 return 1; 1283 return 1;
1357 1284
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y); 1285 return out_of_map (m->tile_map[1], x - m->width, y);
1362 } 1286 }
1363 1287
1364 if (y < 0) 1288 if (y < 0)
1365 { 1289 {
1366 if (!m->tile_path[0]) 1290 if (!m->tile_available (0))
1367 return 1; 1291 return 1;
1368 1292
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1293 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 } 1294 }
1374 1295
1375 if (y >= m->height) 1296 if (y >= m->height)
1376 { 1297 {
1377 if (!m->tile_path[2]) 1298 if (!m->tile_available (2))
1378 return 1; 1299 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1300
1383 return out_of_map (m->tile_map[2], x, y - m->height); 1301 return out_of_map (m->tile_map[2], x, y - m->height);
1384 } 1302 }
1385 1303
1386 /* Simple case - coordinates are within this local 1304 /* Simple case - coordinates are within this local
1400maptile * 1318maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1319maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1320{
1403 if (x < 0) 1321 if (x < 0)
1404 { 1322 {
1405 if (!tile_path[3]) 1323 if (!tile_available (3))
1406 return 0; 1324 return 0;
1407 1325
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1326 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1327 return tile_map[3]->xy_find (x, y);
1411 } 1328 }
1412 1329
1413 if (x >= width) 1330 if (x >= width)
1414 { 1331 {
1415 if (!tile_path[1]) 1332 if (!tile_available (1))
1416 return 0; 1333 return 0;
1417 1334
1418 find_and_link (this, 1);
1419 x -= width; 1335 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1336 return tile_map[1]->xy_find (x, y);
1421 } 1337 }
1422 1338
1423 if (y < 0) 1339 if (y < 0)
1424 { 1340 {
1425 if (!tile_path[0]) 1341 if (!tile_available (0))
1426 return 0; 1342 return 0;
1427 1343
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1344 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1345 return tile_map[0]->xy_find (x, y);
1431 } 1346 }
1432 1347
1433 if (y >= height) 1348 if (y >= height)
1434 { 1349 {
1435 if (!tile_path[2]) 1350 if (!tile_available (2))
1436 return 0; 1351 return 0;
1437 1352
1438 find_and_link (this, 2);
1439 y -= height; 1353 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1354 return tile_map[2]->xy_find (x, y);
1441 } 1355 }
1442 1356
1443 /* Simple case - coordinates are within this local 1357 /* Simple case - coordinates are within this local
1448 1362
1449/** 1363/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1364 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1365 * map1 to map2 in dx/dy.
1452 */ 1366 */
1453static int 1367int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1368adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1369{
1456 if (!map1 || !map2) 1370 if (!map1 || !map2)
1457 return 0; 1371 return 0;
1458 1372
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1373 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1374 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1375 if (map1 == map2)
1462 { 1376 {
1463 *dx = 0; 1377 *dx = 0;
1464 *dy = 0; 1378 *dy = 0;
1549/* From map.c 1463/* From map.c
1550 * This is used by get_player to determine where the other 1464 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1465 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the 1466 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which 1467 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1468 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1469 * that the creature should head. part is the part of the
1556 * monster that is closest. 1470 * monster that is closest.
1557 * 1471 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1472 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1473 * structure for op1 to get to op2.
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1484get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1485{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1486 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1487 {
1574 /* be conservative and fill in _some_ data */ 1488 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1489 retval->distance = 10000;
1576 retval->distance_x = 32767; 1490 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1491 retval->distance_y = 10000;
1578 retval->direction = 0; 1492 retval->direction = 0;
1579 retval->part = 0; 1493 retval->part = 0;
1580 } 1494 }
1581 else 1495 else
1582 { 1496 {
1587 1501
1588 best = op1; 1502 best = op1;
1589 /* If this is multipart, find the closest part now */ 1503 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1504 if (!(flags & 0x1) && op1->more)
1591 { 1505 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1506 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1507
1595 /* we just take the offset of the piece to head to figure 1508 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1509 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1510 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1511 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1512 * below works.
1600 */ 1513 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1514 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1515 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1516 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1517 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1518 if (tmpi < best_distance)
1606 { 1519 {
1607 best_distance = tmpi; 1520 best_distance = tmpi;
1608 best = tmp; 1521 best = tmp;
1609 } 1522 }
1610 } 1523 }
1524
1611 if (best != op1) 1525 if (best != op1)
1612 { 1526 {
1613 retval->distance_x += op1->x - best->x; 1527 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1528 retval->distance_y += op1->y - best->y;
1615 } 1529 }
1616 } 1530 }
1531
1617 retval->part = best; 1532 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1535 }
1621} 1536}
1622 1537
1623/* this is basically the same as get_rangevector above, but instead of 1538/* this is basically the same as get_rangevector above, but instead of
1628 * flags has no meaning for this function at this time - I kept it in to 1543 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed 1544 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best 1545 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL. 1546 * field of the rv_vector is set to NULL.
1632 */ 1547 */
1633
1634void 1548void
1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1549get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1636{ 1550{
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1551 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 { 1552 {
1639 /* be conservative and fill in _some_ data */ 1553 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1554 retval->distance = 100000;
1647 { 1561 {
1648 retval->distance_x += op2->x - x; 1562 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1563 retval->distance_y += op2->y - y;
1650 1564
1651 retval->part = NULL; 1565 retval->part = NULL;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1566 retval->distance = idistance (retval->distance_x, retval->distance_y);
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 } 1568 }
1655} 1569}
1656 1570
1657/* Returns true of op1 and op2 are effectively on the same map 1571/* Returns true of op1 and op2 are effectively on the same map
1671} 1585}
1672 1586
1673object * 1587object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags) 1588maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{ 1589{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1590 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680} 1591}
1681 1592
1593region *
1594maptile::region (int x, int y) const
1595{
1596 if (regions
1597 && regionmap
1598 && !OUT_OF_REAL_MAP (this, x, y))
1599 if (struct region *reg = regionmap [regions [y * width + x]])
1600 return reg;
1601
1602 if (default_region)
1603 return default_region;
1604
1605 return ::region::default_region ();
1606}
1607
1608/* picks a random object from a style map.
1609 */
1610object *
1611maptile::pick_random_object (rand_gen &gen) const
1612{
1613 /* while returning a null object will result in a crash, that
1614 * is actually preferable to an infinite loop. That is because
1615 * most servers will automatically restart in case of crash.
1616 * Change the logic on getting the random space - shouldn't make
1617 * any difference, but this seems clearer to me.
1618 */
1619 for (int i = 1000; --i;)
1620 {
1621 object *pick = at (gen (width), gen (height)).bot;
1622
1623 // do not prefer big monsters just because they are big.
1624 if (pick && pick->is_head ())
1625 return pick->head_ ();
1626 }
1627
1628 // instead of crashing in the unlikely(?) case, try to return *something*
1629 return archetype::find ("bug");
1630}
1631
1632void
1633maptile::play_sound (faceidx sound, int x, int y) const
1634{
1635 if (!sound)
1636 return;
1637
1638 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns)
1641 {
1642 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y;
1644
1645 int distance = idistance (dx, dy);
1646
1647 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy);
1649 }
1650}
1651

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines