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Comparing deliantra/server/common/map.C (file contents):
Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.156 by root, Thu Jan 8 03:03:23 2009 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 <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 27#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 31
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
175 */ 107 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 109 return 0;
178 110
179 if (ob->head != NULL)
180 ob = ob->head; 111 ob = ob->head_ ();
181 112
182 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
215 else 146 else
216 { 147 {
217 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
219 * movement, can't move here. 150 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
221 * hidden dm 152 * hidden dm
222 */ 153 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 155 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 162 return 1;
228 } 163 }
229 164
230 } 165 }
231 return 0; 166 return 0;
232} 167}
233 168
234/* 169/*
235 * Returns true if the given object can't fit in the given spot. 170 * 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, 171 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
240 * 175 *
241 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
242 * 177 *
243 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
255 * 190 *
256 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
258 * against the move_block values. 193 * against the move_block values.
259 */ 194 */
260int 195bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
262{ 197{
263 archetype *tmp; 198 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 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
277 201
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
279 { 203 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 204
282 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 206
284 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 208 return 1;
286 209
287 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
288 211 * (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. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 213 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 215 continue;
296 216
297 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
299 */ 219 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
301 return P_NO_PASS; 221 return 1;
302 } 222 }
303 223
304 return 0; 224 return 0;
305} 225}
306 226
324 244
325 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
326 tmp = next; 246 tmp = next;
327 } 247 }
328 248
329 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
330 * carrying. 250 //TODO: remove
331 */ 251 container->update_weight ();
332 sum_weight (container);
333} 252}
334 253
335void 254void
336maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
337{ 256{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
344} 263}
345 264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
277
346/* link_multipart_objects go through all the objects on the map looking 278/* 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 279 * 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 280 * 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 281 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 282 */
352void 283void
353maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
354{ 285{
355 if (!spaces) 286 if (!spaces)
356 return; 287 return;
357 288
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
360 { 293 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 295 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 { 296 {
375 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
376 299
377 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 302 // 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); 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
392 } 307 }
308 else
309 op = op->above;
393 } 310 }
394
395 tmp = above;
396 } 311 }
397} 312}
398 313
399/* 314/*
400 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 316 * file pointer.
403bool 318bool
404maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
405{ 320{
406 for (;;) 321 for (;;)
407 { 322 {
408 coroapi::cede_every (1000); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
409 324
410 switch (f.kw) 325 switch (f.kw)
411 { 326 {
412 case KW_arch: 327 case KW_arch:
413 if (object *op = object::read (f)) 328 if (object *op = object::read (f, this))
414 { 329 {
330 // TODO: why?
415 if (op->inv) 331 if (op->inv)
416 sum_weight (op); 332 op->update_weight ();
417 333
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
419 } 360 }
420 361
421 continue; 362 continue;
422 363
423 case KW_EOF: 364 case KW_EOF:
436} 377}
437 378
438void 379void
439maptile::activate () 380maptile::activate ()
440{ 381{
441 if (!spaces) 382 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 385 op->activate_recursive ();
447} 386}
448 387
449void 388void
450maptile::deactivate () 389maptile::deactivate ()
451{ 390{
452 if (!spaces) 391 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 394 op->deactivate_recursive ();
458} 395}
459 396
460bool 397bool
461maptile::_save_objects (object_freezer &f, int flags) 398maptile::_save_objects (object_freezer &f, int flags)
462{ 399{
463 static int cede_count = 0; 400 coroapi::cede_to_tick ();
464 401
465 if (flags & IO_HEADER) 402 if (flags & IO_HEADER)
466 _save_header (f); 403 _save_header (f);
467 404
468 if (!spaces) 405 if (!spaces)
469 return false; 406 return false;
470 407
471 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
472 { 409 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 410 bool unique = 0;
411
482 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
483 { 413 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 415
490 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
491 continue; 417 continue;
492 418
493 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 420 {
495 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
496 op->write (f); 422 op->write (f);
497 } 423 }
498 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 425 op->write (f);
500 } 426 }
501 } 427 }
502 428
429 coroapi::cede_to_tick ();
430
503 return true; 431 return true;
504}
505
506bool
507maptile::_load_objects (const char *path, bool skip_header)
508{
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526} 432}
527 433
528bool 434bool
529maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
530{ 436{
705bool 611bool
706maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
707{ 613{
708 for (;;) 614 for (;;)
709 { 615 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 616 switch (thawer.kw)
713 { 617 {
714 case KW_msg: 618 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
716 break; 620 break;
717 621
749 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
751 655
752 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
754 660
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 663
758 // old names new names 664 // old names new names
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
774 case KW_end: 684 case KW_end:
685 thawer.next ();
775 return true; 686 return true;
776 687
777 default: 688 default:
778 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
779 return false; 690 return false;
780 break; 691 break;
781 } 692 }
693
694 thawer.next ();
782 } 695 }
783 696
784 abort (); 697 abort ();
785}
786
787bool
788maptile::_load_header (const char *path)
789{
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796} 698}
797 699
798/****************************************************************************** 700/******************************************************************************
799 * This is the start of unique map handling code 701 * This is the start of unique map handling code
800 *****************************************************************************/ 702 *****************************************************************************/
811 object *above = op->above; 713 object *above = op->above;
812 714
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 716 unique = 1;
815 717
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy (); 719 op->destroy ();
820 }
821 720
822 op = above; 721 op = above;
823 } 722 }
824 } 723 }
825} 724}
835 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
841 742
842 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
843 744
844 if (shopitems) 745 if (shopitems)
898 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
899 */ 800 */
900void 801void
901maptile::clear () 802maptile::clear ()
902{ 803{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 804 if (spaces)
907 { 805 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 807 while (object *op = ms->bot)
910 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
911 if (op->head) 816 if (op == head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
916 } 823 }
917 824
918 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
919 } 826 }
920 827
921 if (buttons) 828 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
923} 833}
924 834
925void 835void
926maptile::clear_header () 836maptile::clear_header ()
927{ 837{
959 attachable::do_destroy (); 869 attachable::do_destroy ();
960 870
961 clear (); 871 clear ();
962} 872}
963 873
964/* 874/* decay and destroy perishable items in a map */
965 * Updates every button on the map (by calling update_button() for them).
966 */
967void 875void
968maptile::update_buttons () 876maptile::do_decay_objects ()
969{ 877{
970 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
971 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
972 { 883 {
973 if (!ol->ob) 884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
974 { 900 {
975 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
976 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
977 continue; 903 destroy = 1;
978 } 904 }
979 905 else if (op->is_armor ())
980 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981 { 906 {
982 update_button (ol->ob); 907 op->stats.ac--;
983 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
984 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
985 } 938 }
986} 939}
987 940
988/* 941/*
989 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
990 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
991 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
992 * 945 *
993 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
994 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
995 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
996 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
997 */ 950 */
998int 951int
999maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1000{ 953{
1001 long monster_cnt = 0; 954 long monster_cnt = 0;
1013 966
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 968 {
1016 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1017 970
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1019 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1020
1021 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1022 } 982 }
1023 } 983 }
1024 984
1025 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1026 986
1039 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1040 */ 1000 */
1041int 1001int
1042maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1043{ 1003{
1044 int new_level = darkness + change;
1045
1046 /* Nothing to do */ 1004 /* Nothing to do */
1047 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1048 return 0; 1006 return 0;
1049 1007
1050 /* inform all players on the map */ 1008 /* inform all players on the map */
1051 if (change > 0) 1009 if (change > 0)
1052 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 else 1011 else
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055 1013
1056 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1057 * we need to be extra careful about negative values.
1058 * In general, the checks below are only needed if change
1059 * is not +/-1
1060 */
1061 if (new_level < 0)
1062 darkness = 0;
1063 else if (new_level >= MAX_DARKNESS)
1064 darkness = MAX_DARKNESS;
1065 else
1066 darkness = new_level;
1067 1015
1068 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1070 return 1; 1019 return 1;
1071} 1020}
1072 1021
1073/* 1022/*
1074 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1077 * through, etc) 1026 * through, etc)
1078 */ 1027 */
1079void 1028void
1080mapspace::update_ () 1029mapspace::update_ ()
1081{ 1030{
1082 object *tmp, *last = 0; 1031 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1084 facetile *top, *floor, *middle; 1033 sint8 light = 0;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1035
1088 middle = blank_face; 1036 //object *middle = 0;
1089 top = blank_face; 1037 //object *top = 0;
1090 floor = blank_face; 1038 //object *floor = 0;
1039 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0;
1091 1043
1092 middle_obj = 0;
1093 top_obj = 0;
1094 floor_obj = 0;
1095
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1045 {
1098 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1099 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed.
1102 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1105 1048
1106 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1112 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1113 */ 1056 */
1114 if (!tmp->invisible) 1057 if (!tmp->invisible)
1115 { 1058 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1060 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1062 {
1123 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1125 */ 1065 */
1126 middle = blank_face; 1066 middle = 0;
1127 top = blank_face; 1067 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1068 floor = tmp;
1130 } 1069 }
1131 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1072 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1073 middle = tmp;
1137 anywhere = 1; 1074 anywhere = 1;
1138 } 1075 }
1076
1139 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1141 * top 1079 * top
1142 */ 1080 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1082 middle = tmp;
1147 }
1148 } 1083 }
1149 1084
1150 if (tmp == tmp->above) 1085 if (tmp == tmp->above)
1151 { 1086 {
1152 LOG (llevError, "Error in structure of map\n"); 1087 LOG (llevError, "Error in structure of map\n");
1165 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1166 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1167 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1168 } 1103 }
1169 1104
1170 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1171 this->flags_ = flags; 1106 this->flags_ = flags;
1172 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1173 this->move_on = move_on; 1108 this->move_on = move_on;
1174 this->move_off = move_off; 1109 this->move_off = move_off;
1175 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1187 * middle face. This should not happen, as we already have the 1122 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1123 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1124 * may be possible for the faces to match but be different objects.
1190 */ 1125 */
1191 if (top == middle) 1126 if (top == middle)
1192 middle = blank_face; 1127 middle = 0;
1193 1128
1194 /* There are three posibilities at this point: 1129 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1198 */ 1133 */
1199 1134
1200 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1201 { 1136 {
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1139 break;
1205 1140
1206 /* If two top faces are already set, quit processing */ 1141 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1142 if (top && middle)
1208 break; 1143 break;
1209 1144
1210 /* Only show visible faces */ 1145 /* Only show visible faces */
1211 if (!tmp->invisible) 1146 if (!tmp->invisible)
1212 { 1147 {
1213 /* Fill in top if needed */ 1148 /* Fill in top if needed */
1214 if (top == blank_face) 1149 if (!top)
1215 { 1150 {
1216 top = tmp->face;
1217 top_obj = tmp; 1151 top = tmp;
1218 if (top == middle) 1152 if (top == middle)
1219 middle = blank_face; 1153 middle = 0;
1220 } 1154 }
1221 else 1155 else
1222 { 1156 {
1223 /* top is already set - we should only get here if 1157 /* top is already set - we should only get here if
1224 * middle is not set 1158 * middle is not set
1225 * 1159 *
1226 * Set the middle face and break out, since there is nothing 1160 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1161 * more to fill in. We don't check visiblity here, since
1228 * 1162 *
1229 */ 1163 */
1230 if (tmp->face != top) 1164 if (tmp != top)
1231 { 1165 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1166 middle = tmp;
1234 break; 1167 break;
1235 } 1168 }
1236 } 1169 }
1237 } 1170 }
1238 } 1171 }
1239 1172
1240 if (middle == floor) 1173 if (middle == floor)
1241 middle = blank_face; 1174 middle = 0;
1242 1175
1243 if (top == middle) 1176 if (top == middle)
1244 middle = blank_face; 1177 middle = 0;
1245 1178
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1179#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1180 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1181 faces_obj [1] = middle;
1182 faces_obj [2] = floor;
1183#endif
1249} 1184}
1250 1185
1251uint64 1186uint64
1252mapspace::volume () const 1187mapspace::volume () const
1253{ 1188{
1257 vol += op->volume (); 1192 vol += op->volume ();
1258 1193
1259 return vol; 1194 return vol;
1260} 1195}
1261 1196
1262/* this updates the orig_map->tile_map[tile_num] value after finding 1197maptile *
1263 * the map. It also takes care of linking back the freshly found 1198maptile::tile_available (int dir, bool load)
1264 * maps tile_map values if it tiles back to this one. It returns
1265 * the value of orig_map->tile_map[tile_num].
1266 */
1267static inline maptile *
1268find_and_link (maptile *orig_map, int tile_num)
1269{ 1199{
1270 maptile *mp = orig_map->tile_map [tile_num]; 1200 if (tile_path[dir])
1271
1272 if (!mp)
1273 {
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275
1276 if (!mp)
1277 {
1278 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280 &orig_map->tile_path[tile_num], &orig_map->path);
1281 mp = new maptile (1, 1);
1282 mp->alloc ();
1283 mp->in_memory = MAP_IN_MEMORY;
1284 }
1285 } 1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1286 1204
1287 int dest_tile = (tile_num + 2) % 4; 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1288 1208
1289 orig_map->tile_map [tile_num] = mp;
1290
1291 // optimisation: back-link map to origin map if euclidean
1292 //TODO: non-euclidean maps MUST GO
1293 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295
1296 return mp; 1209 return 0;
1297}
1298
1299static inline void
1300load_and_link (maptile *orig_map, int tile_num)
1301{
1302 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1210}
1304 1211
1305/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1227 if (!m)
1321 return 0; 1228 return 0;
1322 1229
1323 if (x < 0) 1230 if (x < 0)
1324 { 1231 {
1325 if (!m->tile_path[3]) 1232 if (!m->tile_available (3))
1326 return 1; 1233 return 1;
1327 1234
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1236 }
1333 1237
1334 if (x >= m->width) 1238 if (x >= m->width)
1335 { 1239 {
1336 if (!m->tile_path[1]) 1240 if (!m->tile_available (1))
1337 return 1; 1241 return 1;
1338 1242
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1243 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1244 }
1344 1245
1345 if (y < 0) 1246 if (y < 0)
1346 { 1247 {
1347 if (!m->tile_path[0]) 1248 if (!m->tile_available (0))
1348 return 1; 1249 return 1;
1349 1250
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1252 }
1355 1253
1356 if (y >= m->height) 1254 if (y >= m->height)
1357 { 1255 {
1358 if (!m->tile_path[2]) 1256 if (!m->tile_available (2))
1359 return 1; 1257 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 2);
1363 1258
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1259 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1260 }
1366 1261
1367 /* Simple case - coordinates are within this local 1262 /* Simple case - coordinates are within this local
1381maptile * 1276maptile *
1382maptile::xy_find (sint16 &x, sint16 &y) 1277maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1278{
1384 if (x < 0) 1279 if (x < 0)
1385 { 1280 {
1386 if (!tile_path[3]) 1281 if (!tile_available (3))
1387 return 0; 1282 return 0;
1388 1283
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width; 1284 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y); 1285 return tile_map[3]->xy_find (x, y);
1392 } 1286 }
1393 1287
1394 if (x >= width) 1288 if (x >= width)
1395 { 1289 {
1396 if (!tile_path[1]) 1290 if (!tile_available (1))
1397 return 0; 1291 return 0;
1398 1292
1399 find_and_link (this, 1);
1400 x -= width; 1293 x -= width;
1401 return tile_map[1]->xy_find (x, y); 1294 return tile_map[1]->xy_find (x, y);
1402 } 1295 }
1403 1296
1404 if (y < 0) 1297 if (y < 0)
1405 { 1298 {
1406 if (!tile_path[0]) 1299 if (!tile_available (0))
1407 return 0; 1300 return 0;
1408 1301
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height; 1302 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y); 1303 return tile_map[0]->xy_find (x, y);
1412 } 1304 }
1413 1305
1414 if (y >= height) 1306 if (y >= height)
1415 { 1307 {
1416 if (!tile_path[2]) 1308 if (!tile_available (2))
1417 return 0; 1309 return 0;
1418 1310
1419 find_and_link (this, 2);
1420 y -= height; 1311 y -= height;
1421 return tile_map[2]->xy_find (x, y); 1312 return tile_map[2]->xy_find (x, y);
1422 } 1313 }
1423 1314
1424 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
1435adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436{ 1327{
1437 if (!map1 || !map2) 1328 if (!map1 || !map2)
1438 return 0; 1329 return 0;
1439 1330
1440 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1441 //fix: compare paths instead (this is likely faster, too!) 1332 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2) 1333 if (map1 == map2)
1443 { 1334 {
1444 *dx = 0; 1335 *dx = 0;
1445 *dy = 0; 1336 *dy = 0;
1652} 1543}
1653 1544
1654object * 1545object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{ 1547{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1549}
1662 1550
1663region * 1551region *
1664maptile::region (int x, int y) const 1552maptile::region (int x, int y) const
1673 return default_region; 1561 return default_region;
1674 1562
1675 return ::region::default_region (); 1563 return ::region::default_region ();
1676} 1564}
1677 1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1678 1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find ("bug");
1588}
1589
1590void
1591maptile::play_sound (faceidx sound, int x, int y) const
1592{
1593 if (!sound)
1594 return;
1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609static void
1610split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1611{
1612 // clip to map to the left
1613 if (x0 < 0)
1614 {
1615 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1616 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1617
1618 if (x1 < 0) // entirely to the left
1619 return;
1620
1621 x0 = 0;
1622 }
1623
1624 // clip to map to the right
1625 if (x1 > m->width)
1626 {
1627 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1628 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1629
1630 if (x0 > m->width) // entirely to the right
1631 return;
1632
1633 x1 = m->width;
1634 }
1635
1636 // clip to map above
1637 if (y0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_UP, 1))
1640 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1641
1642 if (y1 < 0) // entirely above
1643 return;
1644
1645 y0 = 0;
1646 }
1647
1648 // clip to map below
1649 if (y1 > m->height)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1652 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1653
1654 if (y0 > m->height) // entirely below
1655 return;
1656
1657 y1 = m->height;
1658 }
1659
1660 // if we get here, the rect is within the current map
1661 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1662
1663 r->m = m;
1664 r->x0 = x0;
1665 r->y0 = y0;
1666 r->x1 = x1;
1667 r->y1 = y1;
1668 r->dx = dx;
1669 r->dy = dy;
1670}
1671
1672maprect *
1673maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1674{
1675 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1676 buf.clear ();
1677
1678 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1679
1680 // add end marker
1681 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1682 r->m = 0;
1683
1684 return (maprect *)buf.linearise ();
1685}
1686

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