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Comparing deliantra/server/common/map.C (file contents):
Revision 1.76 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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.
21 * 20 *
22 * 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>
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 "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#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 32
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
102 * 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
173 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
174 */ 108 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 110 return 0;
177 111
178 if (ob->head != NULL)
179 ob = ob->head; 112 ob = ob->head_ ();
180 113
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
214 else 147 else
215 { 148 {
216 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
218 * movement, can't move here. 151 * movement, can't move here.
219 * 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
220 * hidden dm 153 * hidden dm
221 */ 154 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 156 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
225 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))
226 return 1; 163 return 1;
227 } 164 }
228 165
229 } 166 }
230 return 0; 167 return 0;
231} 168}
232 169
233
234/* 170/*
235 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
240 * 176 *
241 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
242 * 178 *
243 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
255 * 191 *
256 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
258 * against the move_block values. 194 * against the move_block values.
259 */ 195 */
260int 196bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
262{ 198{
263 archetype *tmp; 199 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 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
277 202
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 203 if (!pos.normalise ())
279 { 204 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 205
282 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 207
284 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 209 return 1;
286 210
287 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
288 212 * (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. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 214 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 216 continue;
296 217
297 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
299 */ 220 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
301 return P_NO_PASS; 222 return 1;
302 } 223 }
303 224
304 return 0; 225 return 0;
305} 226}
306 227
344} 265}
345 266
346/* link_multipart_objects go through all the objects on the map looking 267/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 268 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 269 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 270 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 271 */
352void 272void
353maptile::link_multipart_objects () 273maptile::link_multipart_objects ()
354{ 274{
355 if (!spaces) 275 if (!spaces)
356 return; 276 return;
357 277
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 278 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 279 {
280 object *op = ms->bot;
281 while (op)
360 { 282 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 283 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 284 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 { 285 {
375 op = arch_to_object (at); 286 op->remove ();
287 op->expand_tail ();
376 288
377 /* update x,y coordinates */ 289 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 290 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 291 // 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); 292 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
293
294 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
295 // so we have to reset the iteration through the mapspace
392 } 296 }
297 else
298 op = op->above;
393 } 299 }
394
395 tmp = above;
396 } 300 }
397} 301}
398 302
399/* 303/*
400 * Loads (ands parses) the objects into a given map from the specified 304 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 305 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 306 */
404bool 307bool
405maptile::_load_objects (object_thawer &thawer) 308maptile::_load_objects (object_thawer &f)
406{ 309{
407 int unique; 310 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 { 311 {
415 /* if the archetype for the object is null, means that we 312 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 313
417 * or editor will not be able to do anything with it either. 314 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 315 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 316 case KW_arch:
422 continue; 317 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 318 {
427 case LL_NORMAL: 319 if (op->inv)
320 sum_weight (op);
321
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
323 }
429 324
430 if (op->inv) 325 continue;
431 sum_weight (op);
432 326
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 327 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 328 return true;
438 op->head = prev, last_more->more = op, last_more = op; 329
330 default:
331 if (!f.parse_error ("map file"))
332 return false;
439 break; 333 break;
440 } 334 }
441 335
442 op = object::create (); 336 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 } 337 }
463#endif
464 338
465 return true; 339 return true;
466} 340}
467 341
468void 342void
469maptile::activate () 343maptile::activate ()
470{ 344{
471 if (!spaces) 345 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 347 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 348 op->activate_recursive ();
477} 349}
478 350
479void 351void
480maptile::deactivate () 352maptile::deactivate ()
481{ 353{
482 if (!spaces) 354 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 355 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 356 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 357 op->deactivate_recursive ();
488} 358}
489 359
490bool 360bool
491maptile::_save_objects (object_freezer &freezer, int flags) 361maptile::_save_objects (object_freezer &f, int flags)
492{ 362{
493 static int cede_count = 0; 363 coroapi::cede_to_tick ();
494 364
495 if (flags & IO_HEADER) 365 if (flags & IO_HEADER)
496 _save_header (freezer); 366 _save_header (f);
497 367
498 if (!spaces) 368 if (!spaces)
499 return false; 369 return false;
500 370
501 for (int i = 0; i < size (); ++i) 371 for (int i = 0; i < size (); ++i)
502 { 372 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 373 bool unique = 0;
374
512 for (object *op = spaces [i].bot; op; op = op->above) 375 for (object *op = spaces [i].bot; op; op = op->above)
513 { 376 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 377 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 378
520 if (!op->can_map_save ()) 379 if (expect_false (!op->can_map_save ()))
521 continue; 380 continue;
522 381
523 if (unique || op->flag [FLAG_UNIQUE]) 382 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 383 {
525 if (flags & IO_UNIQUES) 384 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 385 op->write (f);
527 } 386 }
528 else if (flags & IO_OBJECTS) 387 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 388 op->write (f);
530 } 389 }
531 } 390 }
532 391
392 coroapi::cede_to_tick ();
393
533 return true; 394 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 395}
557 396
558bool 397bool
559maptile::_save_objects (const char *path, int flags) 398maptile::_save_objects (const char *path, int flags)
560{ 399{
569maptile::maptile () 408maptile::maptile ()
570{ 409{
571 in_memory = MAP_SWAPPED; 410 in_memory = MAP_SWAPPED;
572 411
573 /* The maps used to pick up default x and y values from the 412 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 413 * map archetype. Mimic that behaviour.
575 */ 414 */
576 width = 16; 415 width = 16;
577 height = 16; 416 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 417 timeout = 300;
580 enter_x = 0; 418 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 419 max_volume = 2000000; // 2m³
582} 420}
583 421
584maptile::maptile (int w, int h) 422maptile::maptile (int w, int h)
585{ 423{
586 in_memory = MAP_SWAPPED; 424 in_memory = MAP_SWAPPED;
736bool 574bool
737maptile::_load_header (object_thawer &thawer) 575maptile::_load_header (object_thawer &thawer)
738{ 576{
739 for (;;) 577 for (;;)
740 { 578 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw) 579 switch (thawer.kw)
744 { 580 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 581 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 582 thawer.get_ml (KW_endmsg, msg);
759 break; 583 break;
760 584
761 case KW_lore: // CF+ extension 585 case KW_lore: // CF+ extension
792 case KW_winddir: thawer.get (winddir); break; 616 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break; 617 case KW_sky: thawer.get (sky); break;
794 618
795 case KW_per_player: thawer.get (per_player); break; 619 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 620 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break;
797 622
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 623 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 625
801 // old names new names 626 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 627 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 628 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 636
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 637 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 638 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 639 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 640 case KW_tile_path_4: thawer.get (tile_path [3]); break;
641
642 case KW_ERROR:
643 set_key_text (thawer.kw_str, thawer.value);
644 break;
645
646 case KW_end:
647 thawer.next ();
648 return true;
649
650 default:
651 if (!thawer.parse_error ("map", 0))
652 return false;
653 break;
816 } 654 }
655
656 thawer.next ();
817 } 657 }
818 658
819 abort (); 659 abort ();
820}
821
822bool
823maptile::_load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return _load_header (thawer);
831} 660}
832 661
833/****************************************************************************** 662/******************************************************************************
834 * This is the start of unique map handling code 663 * This is the start of unique map handling code
835 *****************************************************************************/ 664 *****************************************************************************/
846 object *above = op->above; 675 object *above = op->above;
847 676
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 678 unique = 1;
850 679
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 681 {
853 op->destroy_inv (false); 682 op->destroy_inv (false);
854 op->destroy (); 683 op->destroy ();
855 } 684 }
856 685
870 if (name) MAP_OUT (name); 699 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 700 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 701 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 702 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 703 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 705 MAP_OUT (difficulty);
876 706
877 if (region) MAP_OUT2 (region, region->name); 707 if (default_region) MAP_OUT2 (region, default_region->name);
878 708
879 if (shopitems) 709 if (shopitems)
880 { 710 {
881 char shop[MAX_BUF]; 711 char shop[MAX_BUF];
882 print_shop_string (this, shop); 712 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 763 * Remove and free all objects in the given map.
934 */ 764 */
935void 765void
936maptile::clear () 766maptile::clear ()
937{ 767{
938 if (!spaces) 768 if (spaces)
939 return; 769 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 771 while (object *op = ms->bot)
943 { 772 {
773 // manually remove, as to not trigger anything
774 if (ms->bot = op->above)
775 ms->bot->below = 0;
776
777 op->flag [FLAG_REMOVED] = true;
778
779 object *head = op->head_ ();
944 if (op->head) 780 if (op == head)
945 op = op->head; 781 {
946
947 op->destroy_inv (false); 782 op->destroy_inv (false);
948 op->destroy (); 783 op->destroy ();
784 }
785 else if (head->map != op->map)
786 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy ();
789 }
949 } 790 }
950 791
951 sfree (spaces, size ()), spaces = 0; 792 sfree (spaces, size ()), spaces = 0;
793 }
952 794
953 if (buttons) 795 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 796 free_objectlinkpt (buttons), buttons = 0;
797
798 sfree (regions, size ()); regions = 0;
799 delete [] regionmap; regionmap = 0;
955} 800}
956 801
957void 802void
958maptile::clear_header () 803maptile::clear_header ()
959{ 804{
989maptile::do_destroy () 834maptile::do_destroy ()
990{ 835{
991 attachable::do_destroy (); 836 attachable::do_destroy ();
992 837
993 clear (); 838 clear ();
839}
840
841/* decay and destroy perishable items in a map */
842void
843maptile::do_decay_objects ()
844{
845 if (!spaces)
846 return;
847
848 for (mapspace *ms = spaces + size (); ms-- > spaces; )
849 for (object *above, *op = ms->bot; op; op = above)
850 {
851 above = op->above;
852
853 bool destroy = 0;
854
855 // do not decay anything above unique floor tiles (yet :)
856 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
857 break;
858
859 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
860 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
861 || QUERY_FLAG (op, FLAG_UNIQUE)
862 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
863 || QUERY_FLAG (op, FLAG_UNPAID)
864 || op->is_alive ())
865 ; // do not decay
866 else if (op->is_weapon ())
867 {
868 op->stats.dam--;
869 if (op->stats.dam < 0)
870 destroy = 1;
871 }
872 else if (op->is_armor ())
873 {
874 op->stats.ac--;
875 if (op->stats.ac < 0)
876 destroy = 1;
877 }
878 else if (op->type == FOOD)
879 {
880 op->stats.food -= rndm (5, 20);
881 if (op->stats.food < 0)
882 destroy = 1;
883 }
884 else
885 {
886 int mat = op->materials;
887
888 if (mat & M_PAPER
889 || mat & M_LEATHER
890 || mat & M_WOOD
891 || mat & M_ORGANIC
892 || mat & M_CLOTH
893 || mat & M_LIQUID
894 || (mat & M_IRON && rndm (1, 5) == 1)
895 || (mat & M_GLASS && rndm (1, 2) == 1)
896 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
897 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
898 || (mat & M_ICE && temp > 32))
899 destroy = 1;
900 }
901
902 /* adjust overall chance below */
903 if (destroy && rndm (0, 1))
904 op->destroy ();
905 }
994} 906}
995 907
996/* 908/*
997 * Updates every button on the map (by calling update_button() for them). 909 * Updates every button on the map (by calling update_button() for them).
998 */ 910 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 959 {
1048 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
1049 961
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 963 total_exp += at->stats.exp * 8;
1052 964
1053 monster_cnt++; 965 monster_cnt++;
1054 } 966 }
1055 } 967 }
1056 968
1111void 1023void
1112mapspace::update_ () 1024mapspace::update_ ()
1113{ 1025{
1114 object *tmp, *last = 0; 1026 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1027 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; 1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1029
1120 middle = blank_face; 1030 //object *middle = 0;
1121 top = blank_face; 1031 //object *top = 0;
1122 floor = blank_face; 1032 //object *floor = 0;
1123 1033 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1034 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1035 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1036 object *&floor = faces_obj[2] = 0;
1127 1037
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1039 {
1130 /* This could be made additive I guess (two lights better than 1040 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1041 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1054 * Always put the player down for drawing.
1145 */ 1055 */
1146 if (!tmp->invisible) 1056 if (!tmp->invisible)
1147 { 1057 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1059 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1061 {
1155 /* If we got a floor, that means middle and top were below it, 1062 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1063 * so should not be visible, so we clear them.
1157 */ 1064 */
1158 middle = blank_face; 1065 middle = 0;
1159 top = blank_face; 1066 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1067 floor = tmp;
1162 } 1068 }
1163 /* Flag anywhere have high priority */ 1069 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1071 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1072 middle = tmp;
1169 anywhere = 1; 1073 anywhere = 1;
1170 } 1074 }
1171 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1173 * top 1077 * top
1174 */ 1078 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1080 middle = tmp;
1179 }
1180 } 1081 }
1181 1082
1182 if (tmp == tmp->above) 1083 if (tmp == tmp->above)
1183 { 1084 {
1184 LOG (llevError, "Error in structure of map\n"); 1085 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1120 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1121 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1122 * may be possible for the faces to match but be different objects.
1222 */ 1123 */
1223 if (top == middle) 1124 if (top == middle)
1224 middle = blank_face; 1125 middle = 0;
1225 1126
1226 /* There are three posibilities at this point: 1127 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1130 * 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 */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1137 break;
1237 1138
1238 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1140 if (top && middle)
1240 break; 1141 break;
1241 1142
1242 /* Only show visible faces */ 1143 /* Only show visible faces */
1243 if (!tmp->invisible) 1144 if (!tmp->invisible)
1244 { 1145 {
1245 /* Fill in top if needed */ 1146 /* Fill in top if needed */
1246 if (top == blank_face) 1147 if (!top)
1247 { 1148 {
1248 top = tmp->face;
1249 top_obj = tmp; 1149 top = tmp;
1250 if (top == middle) 1150 if (top == middle)
1251 middle = blank_face; 1151 middle = 0;
1252 } 1152 }
1253 else 1153 else
1254 { 1154 {
1255 /* top is already set - we should only get here if 1155 /* top is already set - we should only get here if
1256 * middle is not set 1156 * middle is not set
1257 * 1157 *
1258 * Set the middle face and break out, since there is nothing 1158 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1159 * more to fill in. We don't check visiblity here, since
1260 * 1160 *
1261 */ 1161 */
1262 if (tmp->face != top) 1162 if (tmp != top)
1263 { 1163 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1164 middle = tmp;
1266 break; 1165 break;
1267 } 1166 }
1268 } 1167 }
1269 } 1168 }
1270 } 1169 }
1271 1170
1272 if (middle == floor) 1171 if (middle == floor)
1273 middle = blank_face; 1172 middle = 0;
1274 1173
1275 if (top == middle) 1174 if (top == middle)
1276 middle = blank_face; 1175 middle = 0;
1277 1176
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1177#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1178 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181#endif
1281} 1182}
1282 1183
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1184uint64
1284 * the map. It also takes care of linking back the freshly found 1185mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{ 1186{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1187 uint64 vol = 0;
1292 1188
1293 if (!mp) 1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1190 vol += op->volume ();
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296 1191
1297 if (!mp) 1192 return vol;
1298 { 1193}
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307 1194
1308 int dest_tile = (tile_num + 2) % 4; 1195bool
1196maptile::tile_available (int dir, bool load)
1197{
1198 if (!tile_path[dir])
1199 return 0;
1309 1200
1310 orig_map->tile_map [tile_num] = mp; 1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1202 return 1;
1311 1203
1312 // optimisation: back-link map to origin map if euclidean 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1313 //TODO: non-euclidean maps MUST GO 1205 return 1;
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316 1206
1317 return mp; 1207 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1208}
1325 1209
1326/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1211 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1212 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1225 if (!m)
1342 return 0; 1226 return 0;
1343 1227
1344 if (x < 0) 1228 if (x < 0)
1345 { 1229 {
1346 if (!m->tile_path[3]) 1230 if (!m->tile_available (3))
1347 return 1; 1231 return 1;
1348 1232
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1234 }
1354 1235
1355 if (x >= m->width) 1236 if (x >= m->width)
1356 { 1237 {
1357 if (!m->tile_path[1]) 1238 if (!m->tile_available (1))
1358 return 1; 1239 return 1;
1359 1240
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y); 1241 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1242 }
1365 1243
1366 if (y < 0) 1244 if (y < 0)
1367 { 1245 {
1368 if (!m->tile_path[0]) 1246 if (!m->tile_available (0))
1369 return 1; 1247 return 1;
1370 1248
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1250 }
1376 1251
1377 if (y >= m->height) 1252 if (y >= m->height)
1378 { 1253 {
1379 if (!m->tile_path[2]) 1254 if (!m->tile_available (2))
1380 return 1; 1255 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384 1256
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1257 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1258 }
1387 1259
1388 /* Simple case - coordinates are within this local 1260 /* Simple case - coordinates are within this local
1402maptile * 1274maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1275maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1276{
1405 if (x < 0) 1277 if (x < 0)
1406 { 1278 {
1407 if (!tile_path[3]) 1279 if (!tile_available (3))
1408 return 0; 1280 return 0;
1409 1281
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1282 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1283 return tile_map[3]->xy_find (x, y);
1413 } 1284 }
1414 1285
1415 if (x >= width) 1286 if (x >= width)
1416 { 1287 {
1417 if (!tile_path[1]) 1288 if (!tile_available (1))
1418 return 0; 1289 return 0;
1419 1290
1420 find_and_link (this, 1);
1421 x -= width; 1291 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1292 return tile_map[1]->xy_find (x, y);
1423 } 1293 }
1424 1294
1425 if (y < 0) 1295 if (y < 0)
1426 { 1296 {
1427 if (!tile_path[0]) 1297 if (!tile_available (0))
1428 return 0; 1298 return 0;
1429 1299
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1300 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1301 return tile_map[0]->xy_find (x, y);
1433 } 1302 }
1434 1303
1435 if (y >= height) 1304 if (y >= height)
1436 { 1305 {
1437 if (!tile_path[2]) 1306 if (!tile_available (2))
1438 return 0; 1307 return 0;
1439 1308
1440 find_and_link (this, 2);
1441 y -= height; 1309 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1310 return tile_map[2]->xy_find (x, y);
1443 } 1311 }
1444 1312
1445 /* Simple case - coordinates are within this local 1313 /* Simple case - coordinates are within this local
1450 1318
1451/** 1319/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1320 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1321 * map1 to map2 in dx/dy.
1454 */ 1322 */
1455static int 1323int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1325{
1458 if (!map1 || !map2) 1326 if (!map1 || !map2)
1459 return 0; 1327 return 0;
1460 1328
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1330 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1331 if (map1 == map2)
1464 { 1332 {
1465 *dx = 0; 1333 *dx = 0;
1466 *dy = 0; 1334 *dy = 0;
1551/* From map.c 1419/* From map.c
1552 * This is used by get_player to determine where the other 1420 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1421 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1422 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1423 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1424 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1425 * that the creature should head. part is the part of the
1558 * monster that is closest. 1426 * monster that is closest.
1559 * 1427 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1428 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1429 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1441{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1443 {
1576 /* be conservative and fill in _some_ data */ 1444 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1445 retval->distance = 10000;
1578 retval->distance_x = 32767; 1446 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1447 retval->distance_y = 10000;
1580 retval->direction = 0; 1448 retval->direction = 0;
1581 retval->part = 0; 1449 retval->part = 0;
1582 } 1450 }
1583 else 1451 else
1584 { 1452 {
1589 1457
1590 best = op1; 1458 best = op1;
1591 /* If this is multipart, find the closest part now */ 1459 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1460 if (!(flags & 0x1) && op1->more)
1593 { 1461 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1463
1597 /* we just take the offset of the piece to head to figure 1464 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1465 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1466 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1467 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1468 * below works.
1602 */ 1469 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1471 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1474 if (tmpi < best_distance)
1608 { 1475 {
1617 retval->distance_y += op1->y - best->y; 1484 retval->distance_y += op1->y - best->y;
1618 } 1485 }
1619 } 1486 }
1620 1487
1621 retval->part = best; 1488 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1491 }
1625} 1492}
1626 1493
1627/* this is basically the same as get_rangevector above, but instead of 1494/* this is basically the same as get_rangevector above, but instead of
1632 * flags has no meaning for this function at this time - I kept it in to 1499 * flags has no meaning for this function at this time - I kept it in to
1633 * be more consistant with the above function and also in case they are needed 1500 * be more consistant with the above function and also in case they are needed
1634 * for something in the future. Also, since no object is pasted, the best 1501 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1502 * field of the rv_vector is set to NULL.
1636 */ 1503 */
1637
1638void 1504void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1506{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1508 {
1643 /* be conservative and fill in _some_ data */ 1509 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1510 retval->distance = 100000;
1681 op->remove (); 1547 op->remove ();
1682 1548
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1549 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1550}
1685 1551
1552region *
1553maptile::region (int x, int y) const
1554{
1555 if (regions
1556 && regionmap
1557 && !OUT_OF_REAL_MAP (this, x, y))
1558 if (struct region *reg = regionmap [regions [y * width + x]])
1559 return reg;
1560
1561 if (default_region)
1562 return default_region;
1563
1564 return ::region::default_region ();
1565}
1566
1567/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */
1571object *
1572maptile::pick_random_object () const
1573{
1574 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me.
1579 */
1580 for (int i = 1000; --i;)
1581 {
1582 object *pick = at (rndm (width), rndm (height)).bot;
1583
1584 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick)
1586 return pick->head_ ();
1587 }
1588
1589 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked");
1591}
1592
1593void
1594maptile::play_sound (faceidx sound, int x, int y) const
1595{
1596 if (!sound)
1597 return;
1598
1599 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->observe->x;
1604 int dy = y - pl->observe->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy);
1610 }
1611}
1612

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