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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 1.148 by root, Mon Sep 29 10:31:32 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.
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 <support@deliantra.net>
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 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; 408 bool unique = 0;
409
512 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
513 { 411 {
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]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 413
520 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
521 continue; 415 continue;
522 416
523 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 418 {
525 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 420 op->write (f);
527 } 421 }
528 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 423 op->write (f);
530 } 424 }
531 } 425 }
532 426
427 coroapi::cede_to_tick ();
428
533 return true; 429 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} 430}
557 431
558bool 432bool
559maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
560{ 434{
569maptile::maptile () 443maptile::maptile ()
570{ 444{
571 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
572 446
573 /* 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
574 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
575 */ 449 */
576 width = 16; 450 width = 16;
577 height = 16; 451 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 452 timeout = 300;
580 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 454 max_volume = 2000000; // 2m³
582} 455}
583 456
584maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
585{ 458{
586 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
736bool 609bool
737maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
738{ 611{
739 for (;;) 612 for (;;)
740 { 613 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw) 614 switch (thawer.kw)
744 { 615 {
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: 616 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
759 break; 618 break;
760 619
761 case KW_lore: // CF+ extension 620 case KW_lore: // CF+ extension
792 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
794 653
795 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
796 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;
797 658
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 661
801 // old names new names 662 // old names new names
802 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;
803 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;
811 672
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 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;
816 } 690 }
691
692 thawer.next ();
817 } 693 }
818 694
819 abort (); 695 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} 696}
832 697
833/****************************************************************************** 698/******************************************************************************
834 * This is the start of unique map handling code 699 * This is the start of unique map handling code
835 *****************************************************************************/ 700 *****************************************************************************/
846 object *above = op->above; 711 object *above = op->above;
847 712
848 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))
849 unique = 1; 714 unique = 1;
850 715
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 717 op->destroy ();
855 }
856 718
857 op = above; 719 op = above;
858 } 720 }
859 } 721 }
860} 722}
870 if (name) MAP_OUT (name); 732 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
876 740
877 if (region) MAP_OUT2 (region, region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
878 742
879 if (shopitems) 743 if (shopitems)
880 { 744 {
881 char shop[MAX_BUF]; 745 char shop[MAX_BUF];
882 print_shop_string (this, shop); 746 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
934 */ 798 */
935void 799void
936maptile::clear () 800maptile::clear ()
937{ 801{
938 if (!spaces) 802 if (spaces)
939 return; 803 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 805 while (object *op = ms->bot)
943 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
944 if (op->head) 814 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
949 } 824 }
950
951 sfree (spaces, size ()), spaces = 0;
952 825
953 if (buttons) 826 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
955} 831}
956 832
957void 833void
958maptile::clear_header () 834maptile::clear_header ()
959{ 835{
989maptile::do_destroy () 865maptile::do_destroy ()
990{ 866{
991 attachable::do_destroy (); 867 attachable::do_destroy ();
992 868
993 clear (); 869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873void
874maptile::do_decay_objects ()
875{
876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
881 {
882 above = op->above;
883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break;
889
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ())
896 ; // do not decay
897 else if (op->is_weapon ())
898 {
899 op->stats.dam--;
900 if (op->stats.dam < 0)
901 destroy = 1;
902 }
903 else if (op->is_armor ())
904 {
905 op->stats.ac--;
906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
915 else
916 {
917 int mat = op->materials;
918
919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy (true);
936 }
994} 937}
995 938
996/* 939/*
997 * Updates every button on the map (by calling update_button() for them). 940 * Updates every button on the map (by calling update_button() for them).
998 */ 941 */
1045 988
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 989 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 990 {
1048 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
1049 992
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 993 if (archetype *at = op->other_arch)
994 {
1051 total_exp += at->clone.stats.exp * 8; 995 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 996 monster_cnt++;
997 }
998
999 for (object *inv = op->inv; inv; inv = inv->below)
1000 {
1001 total_exp += op->stats.exp * 8;
1002 monster_cnt++;
1003 }
1054 } 1004 }
1055 } 1005 }
1056 1006
1057 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
1058 1008
1097 else 1047 else
1098 darkness = new_level; 1048 darkness = new_level;
1099 1049
1100 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1051 update_all_map_los (this);
1052
1102 return 1; 1053 return 1;
1103} 1054}
1104 1055
1105/* 1056/*
1106 * This function updates various attributes about a specific space 1057 * This function updates various attributes about a specific space
1109 * through, etc) 1060 * through, etc)
1110 */ 1061 */
1111void 1062void
1112mapspace::update_ () 1063mapspace::update_ ()
1113{ 1064{
1114 object *tmp, *last = 0; 1065 object *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 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; 1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1068
1120 middle = blank_face; 1069 //object *middle = 0;
1121 top = blank_face; 1070 //object *top = 0;
1122 floor = blank_face; 1071 //object *floor = 0;
1072 // this seems to generate better code than using locals, above
1073 object *&top = faces_obj[0] = 0;
1074 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0;
1123 1076
1124 middle_obj = 0;
1125 top_obj = 0;
1126 floor_obj = 0;
1127
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1078 {
1130 /* This could be made additive I guess (two lights better than 1079 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1080 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since 1081 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed. 1082 * it is a dissapation factor that is cubed.
1134 */ 1083 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1084 light = max (light, tmp->glow_radius);
1137 1085
1138 /* This call is needed in order to update objects the player 1086 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1087 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1088 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1089 * 3 times each time the player moves, because many of the
1144 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1145 */ 1093 */
1146 if (!tmp->invisible) 1094 if (!tmp->invisible)
1147 { 1095 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1097 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1099 {
1155 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1157 */ 1102 */
1158 middle = blank_face; 1103 middle = 0;
1159 top = blank_face; 1104 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1105 floor = tmp;
1162 } 1106 }
1163 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1109 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1110 middle = tmp;
1169 anywhere = 1; 1111 anywhere = 1;
1170 } 1112 }
1113
1171 /* Find the highest visible face around. If equal 1114 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1115 * visibilities, we still want the one nearer to the
1173 * top 1116 * top
1174 */ 1117 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1118 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1119 middle = tmp;
1179 }
1180 } 1120 }
1181 1121
1182 if (tmp == tmp->above) 1122 if (tmp == tmp->above)
1183 { 1123 {
1184 LOG (llevError, "Error in structure of map\n"); 1124 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1159 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1160 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1161 * may be possible for the faces to match but be different objects.
1222 */ 1162 */
1223 if (top == middle) 1163 if (top == middle)
1224 middle = blank_face; 1164 middle = 0;
1225 1165
1226 /* There are three posibilities at this point: 1166 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1167 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1168 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1169 * 3) neither middle or top is set - need to set both.
1230 */ 1170 */
1231 1171
1232 for (tmp = last; tmp; tmp = tmp->below) 1172 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1173 {
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1174 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1176 break;
1237 1177
1238 /* If two top faces are already set, quit processing */ 1178 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1179 if (top && middle)
1240 break; 1180 break;
1241 1181
1242 /* Only show visible faces */ 1182 /* Only show visible faces */
1243 if (!tmp->invisible) 1183 if (!tmp->invisible)
1244 { 1184 {
1245 /* Fill in top if needed */ 1185 /* Fill in top if needed */
1246 if (top == blank_face) 1186 if (!top)
1247 { 1187 {
1248 top = tmp->face;
1249 top_obj = tmp; 1188 top = tmp;
1250 if (top == middle) 1189 if (top == middle)
1251 middle = blank_face; 1190 middle = 0;
1252 } 1191 }
1253 else 1192 else
1254 { 1193 {
1255 /* top is already set - we should only get here if 1194 /* top is already set - we should only get here if
1256 * middle is not set 1195 * middle is not set
1257 * 1196 *
1258 * Set the middle face and break out, since there is nothing 1197 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1198 * more to fill in. We don't check visiblity here, since
1260 * 1199 *
1261 */ 1200 */
1262 if (tmp->face != top) 1201 if (tmp != top)
1263 { 1202 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1203 middle = tmp;
1266 break; 1204 break;
1267 } 1205 }
1268 } 1206 }
1269 } 1207 }
1270 } 1208 }
1271 1209
1272 if (middle == floor) 1210 if (middle == floor)
1273 middle = blank_face; 1211 middle = 0;
1274 1212
1275 if (top == middle) 1213 if (top == middle)
1276 middle = blank_face; 1214 middle = 0;
1277 1215
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1216#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1217 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1218 faces_obj [1] = middle;
1219 faces_obj [2] = floor;
1220#endif
1281} 1221}
1282 1222
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1223uint64
1284 * the map. It also takes care of linking back the freshly found 1224mapspace::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{ 1225{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1226 uint64 vol = 0;
1292 1227
1293 if (!mp) 1228 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1229 vol += op->volume ();
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296 1230
1297 if (!mp) 1231 return vol;
1298 { 1232}
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 1233
1308 int dest_tile = (tile_num + 2) % 4; 1234bool
1235maptile::tile_available (int dir, bool load)
1236{
1237 if (!tile_path[dir])
1238 return 0;
1309 1239
1310 orig_map->tile_map [tile_num] = mp; 1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 return 1;
1311 1242
1312 // optimisation: back-link map to origin map if euclidean 1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1313 //TODO: non-euclidean maps MUST GO 1244 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 1245
1317 return mp; 1246 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} 1247}
1325 1248
1326/* this returns TRUE if the coordinates (x,y) are out of 1249/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1250 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1251 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1264 if (!m)
1342 return 0; 1265 return 0;
1343 1266
1344 if (x < 0) 1267 if (x < 0)
1345 { 1268 {
1346 if (!m->tile_path[3]) 1269 if (!m->tile_available (3))
1347 return 1; 1270 return 1;
1348 1271
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); 1272 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1273 }
1354 1274
1355 if (x >= m->width) 1275 if (x >= m->width)
1356 { 1276 {
1357 if (!m->tile_path[1]) 1277 if (!m->tile_available (1))
1358 return 1; 1278 return 1;
1359 1279
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); 1280 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1281 }
1365 1282
1366 if (y < 0) 1283 if (y < 0)
1367 { 1284 {
1368 if (!m->tile_path[0]) 1285 if (!m->tile_available (0))
1369 return 1; 1286 return 1;
1370 1287
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); 1288 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1289 }
1376 1290
1377 if (y >= m->height) 1291 if (y >= m->height)
1378 { 1292 {
1379 if (!m->tile_path[2]) 1293 if (!m->tile_available (2))
1380 return 1; 1294 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 1295
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1296 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1297 }
1387 1298
1388 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
1402maptile * 1313maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1314maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1315{
1405 if (x < 0) 1316 if (x < 0)
1406 { 1317 {
1407 if (!tile_path[3]) 1318 if (!tile_available (3))
1408 return 0; 1319 return 0;
1409 1320
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1321 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1322 return tile_map[3]->xy_find (x, y);
1413 } 1323 }
1414 1324
1415 if (x >= width) 1325 if (x >= width)
1416 { 1326 {
1417 if (!tile_path[1]) 1327 if (!tile_available (1))
1418 return 0; 1328 return 0;
1419 1329
1420 find_and_link (this, 1);
1421 x -= width; 1330 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1331 return tile_map[1]->xy_find (x, y);
1423 } 1332 }
1424 1333
1425 if (y < 0) 1334 if (y < 0)
1426 { 1335 {
1427 if (!tile_path[0]) 1336 if (!tile_available (0))
1428 return 0; 1337 return 0;
1429 1338
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1339 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1340 return tile_map[0]->xy_find (x, y);
1433 } 1341 }
1434 1342
1435 if (y >= height) 1343 if (y >= height)
1436 { 1344 {
1437 if (!tile_path[2]) 1345 if (!tile_available (2))
1438 return 0; 1346 return 0;
1439 1347
1440 find_and_link (this, 2);
1441 y -= height; 1348 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1349 return tile_map[2]->xy_find (x, y);
1443 } 1350 }
1444 1351
1445 /* Simple case - coordinates are within this local 1352 /* Simple case - coordinates are within this local
1450 1357
1451/** 1358/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1359 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
1454 */ 1361 */
1455static int 1362int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1364{
1458 if (!map1 || !map2) 1365 if (!map1 || !map2)
1459 return 0; 1366 return 0;
1460 1367
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1369 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1370 if (map1 == map2)
1464 { 1371 {
1465 *dx = 0; 1372 *dx = 0;
1466 *dy = 0; 1373 *dy = 0;
1551/* From map.c 1458/* From map.c
1552 * This is used by get_player to determine where the other 1459 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1460 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1461 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1462 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1463 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1464 * that the creature should head. part is the part of the
1558 * monster that is closest. 1465 * monster that is closest.
1559 * 1466 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1467 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1468 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1480{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1482 {
1576 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1484 retval->distance = 10000;
1578 retval->distance_x = 32767; 1485 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1486 retval->distance_y = 10000;
1580 retval->direction = 0; 1487 retval->direction = 0;
1581 retval->part = 0; 1488 retval->part = 0;
1582 } 1489 }
1583 else 1490 else
1584 { 1491 {
1589 1496
1590 best = op1; 1497 best = op1;
1591 /* If this is multipart, find the closest part now */ 1498 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1499 if (!(flags & 0x1) && op1->more)
1593 { 1500 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1501 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1502
1597 /* we just take the offset of the piece to head to figure 1503 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1504 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1505 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1506 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1507 * below works.
1602 */ 1508 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1509 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1510 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1511 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); 1512 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1513 if (tmpi < best_distance)
1608 { 1514 {
1617 retval->distance_y += op1->y - best->y; 1523 retval->distance_y += op1->y - best->y;
1618 } 1524 }
1619 } 1525 }
1620 1526
1621 retval->part = best; 1527 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1528 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1529 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1530 }
1625} 1531}
1626 1532
1627/* this is basically the same as get_rangevector above, but instead of 1533/* 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 1538 * 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 1539 * 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 1540 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1541 * field of the rv_vector is set to NULL.
1636 */ 1542 */
1637
1638void 1543void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1544get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1545{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1546 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1547 {
1643 /* be conservative and fill in _some_ data */ 1548 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1549 retval->distance = 100000;
1675} 1580}
1676 1581
1677object * 1582object *
1678maptile::insert (object *op, int x, int y, object *originator, int flags) 1583maptile::insert (object *op, int x, int y, object *originator, int flags)
1679{ 1584{
1680 if (!op->flag [FLAG_REMOVED])
1681 op->remove ();
1682
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1585 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1586}
1685 1587
1588region *
1589maptile::region (int x, int y) const
1590{
1591 if (regions
1592 && regionmap
1593 && !OUT_OF_REAL_MAP (this, x, y))
1594 if (struct region *reg = regionmap [regions [y * width + x]])
1595 return reg;
1596
1597 if (default_region)
1598 return default_region;
1599
1600 return ::region::default_region ();
1601}
1602
1603/* picks a random object from a style map.
1604 */
1605object *
1606maptile::pick_random_object (rand_gen &gen) const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (gen (width), gen (height)).bot;
1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->is_head ())
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return archetype::find ("bug");
1625}
1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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