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Comparing deliantra/server/common/map.C (file contents):
Revision 1.93 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.159 by root, Tue May 5 04:51:56 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; tmp = tmp->above) 290 {
291 object *op = ms->bot;
292 while (op)
360 { 293 {
361 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 296 {
373 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
374 299
375 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 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
390 } 307 }
308 else
309 op = op->above;
391 } 310 }
392 } 311 }
393} 312}
394 313
395/* 314/*
396 * 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
397 * file pointer. 316 * file pointer.
399bool 318bool
400maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
401{ 320{
402 for (;;) 321 for (;;)
403 { 322 {
404 coroapi::cede_every (1000); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
405 324
406 switch (f.kw) 325 switch (f.kw)
407 { 326 {
408 case KW_arch: 327 case KW_arch:
409 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
410 { 329 {
330 // TODO: why?
411 if (op->inv) 331 if (op->inv)
412 sum_weight (op); 332 op->update_weight ();
413 333
414 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) it's 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 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
415 } 357 }
416 358
417 continue; 359 continue;
418 360
419 case KW_EOF: 361 case KW_EOF:
432} 374}
433 375
434void 376void
435maptile::activate () 377maptile::activate ()
436{ 378{
437 if (!spaces) 379 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 382 op->activate_recursive ();
443} 383}
444 384
445void 385void
446maptile::deactivate () 386maptile::deactivate ()
447{ 387{
448 if (!spaces) 388 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 389 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 390 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 391 op->deactivate_recursive ();
454} 392}
455 393
456bool 394bool
457maptile::_save_objects (object_freezer &f, int flags) 395maptile::_save_objects (object_freezer &f, int flags)
458{ 396{
459 static int cede_count = 0; 397 coroapi::cede_to_tick ();
460 398
461 if (flags & IO_HEADER) 399 if (flags & IO_HEADER)
462 _save_header (f); 400 _save_header (f);
463 401
464 if (!spaces) 402 if (!spaces)
465 return false; 403 return false;
466 404
467 for (int i = 0; i < size (); ++i) 405 for (int i = 0; i < size (); ++i)
468 { 406 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 407 bool unique = 0;
408
478 for (object *op = spaces [i].bot; op; op = op->above) 409 for (object *op = spaces [i].bot; op; op = op->above)
479 { 410 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 411 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 412
486 if (!op->can_map_save ()) 413 if (expect_false (!op->can_map_save ()))
487 continue; 414 continue;
488 415
489 if (unique || op->flag [FLAG_UNIQUE]) 416 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 417 {
491 if (flags & IO_UNIQUES) 418 if (flags & IO_UNIQUES)
492 op->write (f); 419 op->write (f);
493 } 420 }
494 else if (flags & IO_OBJECTS) 421 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 422 op->write (f);
496 } 423 }
497 } 424 }
498 425
426 coroapi::cede_to_tick ();
427
499 return true; 428 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 429}
523 430
524bool 431bool
525maptile::_save_objects (const char *path, int flags) 432maptile::_save_objects (const char *path, int flags)
526{ 433{
701bool 608bool
702maptile::_load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
703{ 610{
704 for (;;) 611 for (;;)
705 { 612 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 613 switch (thawer.kw)
709 { 614 {
710 case KW_msg: 615 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
712 break; 617 break;
713 618
745 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
747 652
748 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
750 657
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 660
754 // old names new names 661 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
770 case KW_end: 681 case KW_end:
682 thawer.next ();
771 return true; 683 return true;
772 684
773 default: 685 default:
774 if (!thawer.parse_error ("map", 0)) 686 if (!thawer.parse_error ("map", 0))
775 return false; 687 return false;
776 break; 688 break;
777 } 689 }
690
691 thawer.next ();
778 } 692 }
779 693
780 abort (); 694 abort ();
781}
782
783bool
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792} 695}
793 696
794/****************************************************************************** 697/******************************************************************************
795 * This is the start of unique map handling code 698 * This is the start of unique map handling code
796 *****************************************************************************/ 699 *****************************************************************************/
807 object *above = op->above; 710 object *above = op->above;
808 711
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1; 713 unique = 1;
811 714
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy (); 716 op->destroy ();
816 }
817 717
818 op = above; 718 op = above;
819 } 719 }
820 } 720 }
821} 721}
831 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
837 739
838 if (default_region) MAP_OUT2 (region, default_region->name); 740 if (default_region) MAP_OUT2 (region, default_region->name);
839 741
840 if (shopitems) 742 if (shopitems)
894 * Remove and free all objects in the given map. 796 * Remove and free all objects in the given map.
895 */ 797 */
896void 798void
897maptile::clear () 799maptile::clear ()
898{ 800{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 801 if (spaces)
903 { 802 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 803 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 804 while (object *op = ms->bot)
906 { 805 {
806 // manually remove, as to not trigger anything
807 if (ms->bot = op->above)
808 ms->bot->below = 0;
809
810 op->flag [FLAG_REMOVED] = true;
811
812 object *head = op->head_ ();
907 if (op->head) 813 if (op == head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 op->destroy (); 814 op->destroy ();
815 else if (head->map != op->map)
816 {
817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
818 head->destroy ();
819 }
912 } 820 }
913 821
914 sfree (spaces, size ()), spaces = 0; 822 sfree0 (spaces, size ());
915 } 823 }
916 824
917 if (buttons) 825 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 826 free_objectlinkpt (buttons), buttons = 0;
827
828 sfree0 (regions, size ());
829 delete [] regionmap; regionmap = 0;
919} 830}
920 831
921void 832void
922maptile::clear_header () 833maptile::clear_header ()
923{ 834{
955 attachable::do_destroy (); 866 attachable::do_destroy ();
956 867
957 clear (); 868 clear ();
958} 869}
959 870
960/* 871/* decay and destroy perishable items in a map */
961 * Updates every button on the map (by calling update_button() for them).
962 */
963void 872void
964maptile::update_buttons () 873maptile::do_decay_objects ()
965{ 874{
966 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
967 for (objectlink *ol = obp->link; ol; ol = ol->next) 876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
968 { 880 {
969 if (!ol->ob) 881 above = op->above;
882
883 bool destroy = 0;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887 break;
888
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
970 { 897 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 899 if (op->stats.dam < 0)
973 continue; 900 destroy = 1;
974 } 901 }
975 902 else if (op->is_armor ())
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 { 903 {
978 update_button (ol->ob); 904 op->stats.ac--;
979 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
980 } 907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32))
929 destroy = 1;
930 }
931
932 /* adjust overall chance below */
933 if (destroy && rndm (0, 1))
934 op->destroy ();
981 } 935 }
982} 936}
983 937
984/* 938/*
985 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
986 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
987 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
988 * 942 *
989 * Difficulty can now be set by the map creature. If the value stored 943 * Difficulty can now be set by the map creator. If the value stored
990 * in the map is zero, then use this routine. Maps should really 944 * in the map is zero, then use this routine. Maps should really
991 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
992 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
993 */ 947 */
994int 948int
995maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
996{ 950{
997 long monster_cnt = 0; 951 long monster_cnt = 0;
1009 963
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 965 {
1012 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
1013 967
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 968 if (archetype *at = op->other_arch)
969 {
1015 total_exp += at->clone.stats.exp * 8; 970 total_exp += at->stats.exp * 8;
1016
1017 monster_cnt++; 971 monster_cnt++;
972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
1018 } 979 }
1019 } 980 }
1020 981
1021 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
1022 983
1035 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1036 */ 997 */
1037int 998int
1038maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1039{ 1000{
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */ 1001 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1044 return 0; 1003 return 0;
1045 1004
1046 /* inform all players on the map */ 1005 /* inform all players on the map */
1047 if (change > 0) 1006 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else 1008 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 1010
1052 /* Do extra checking. since darkness is a unsigned value, 1011 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063 1012
1064 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1066 return 1; 1016 return 1;
1067} 1017}
1068 1018
1069/* 1019/*
1070 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1073 * through, etc) 1023 * through, etc)
1074 */ 1024 */
1075void 1025void
1076mapspace::update_ () 1026mapspace::update_ ()
1077{ 1027{
1078 object *tmp, *last = 0; 1028 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1080 faceidx top, floor, middle; 1030 sint8 light = 0;
1081 object *top_obj, *floor_obj, *middle_obj;
1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1032
1084 middle = blank_face; 1033 //object *middle = 0;
1085 top = blank_face; 1034 //object *top = 0;
1086 floor = blank_face; 1035 //object *floor = 0;
1036 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0;
1087 1040
1088 middle_obj = 0;
1089 top_obj = 0;
1090 floor_obj = 0;
1091
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1042 {
1094 /* This could be made additive I guess (two lights better than 1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1095 * one). But if so, it shouldn't be a simple additive - 2
1096 * light bulbs do not illuminate twice as far as once since
1097 * it is a dissapation factor that is cubed.
1098 */
1099 if (tmp->glow_radius > light)
1100 light = tmp->glow_radius; 1044 light += tmp->glow_radius;
1101 1045
1102 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1103 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1104 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1105 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1108 * Always put the player down for drawing. 1052 * Always put the player down for drawing.
1109 */ 1053 */
1110 if (!tmp->invisible) 1054 if (!tmp->invisible)
1111 { 1055 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1057 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1059 {
1119 /* If we got a floor, that means middle and top were below it, 1060 /* If we got a floor, that means middle and top were below it,
1120 * so should not be visible, so we clear them. 1061 * so should not be visible, so we clear them.
1121 */ 1062 */
1122 middle = blank_face; 1063 middle = 0;
1123 top = blank_face; 1064 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1065 floor = tmp;
1126 } 1066 }
1127 /* Flag anywhere have high priority */ 1067 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1069 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1070 middle = tmp;
1133 anywhere = 1; 1071 anywhere = 1;
1134 } 1072 }
1073
1135 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1137 * top 1076 * top
1138 */ 1077 */
1139 else if (middle == blank_face || (::faces [tmp->face].visibility > ::faces [middle].visibility && !anywhere)) 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1079 middle = tmp;
1143 }
1144 } 1080 }
1145 1081
1146 if (tmp == tmp->above) 1082 if (tmp == tmp->above)
1147 { 1083 {
1148 LOG (llevError, "Error in structure of map\n"); 1084 LOG (llevError, "Error in structure of map\n");
1161 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1162 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1163 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1164 } 1100 }
1165 1101
1166 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1167 this->flags_ = flags; 1103 this->flags_ = flags;
1168 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1169 this->move_on = move_on; 1105 this->move_on = move_on;
1170 this->move_off = move_off; 1106 this->move_off = move_off;
1171 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1183 * middle face. This should not happen, as we already have the 1119 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1120 * else statement above so middle should not get set. OTOH, it
1185 * may be possible for the faces to match but be different objects. 1121 * may be possible for the faces to match but be different objects.
1186 */ 1122 */
1187 if (top == middle) 1123 if (top == middle)
1188 middle = blank_face; 1124 middle = 0;
1189 1125
1190 /* There are three posibilities at this point: 1126 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1194 */ 1130 */
1195 1131
1196 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1197 { 1133 {
1198 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1136 break;
1201 1137
1202 /* If two top faces are already set, quit processing */ 1138 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1139 if (top && middle)
1204 break; 1140 break;
1205 1141
1206 /* Only show visible faces */ 1142 /* Only show visible faces */
1207 if (!tmp->invisible) 1143 if (!tmp->invisible)
1208 { 1144 {
1209 /* Fill in top if needed */ 1145 /* Fill in top if needed */
1210 if (top == blank_face) 1146 if (!top)
1211 { 1147 {
1212 top = tmp->face;
1213 top_obj = tmp; 1148 top = tmp;
1214 if (top == middle) 1149 if (top == middle)
1215 middle = blank_face; 1150 middle = 0;
1216 } 1151 }
1217 else 1152 else
1218 { 1153 {
1219 /* top is already set - we should only get here if 1154 /* top is already set - we should only get here if
1220 * middle is not set 1155 * middle is not set
1221 * 1156 *
1222 * Set the middle face and break out, since there is nothing 1157 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1158 * more to fill in. We don't check visiblity here, since
1224 * 1159 *
1225 */ 1160 */
1226 if (tmp->face != top) 1161 if (tmp != top)
1227 { 1162 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1163 middle = tmp;
1230 break; 1164 break;
1231 } 1165 }
1232 } 1166 }
1233 } 1167 }
1234 } 1168 }
1235 1169
1236 if (middle == floor) 1170 if (middle == floor)
1237 middle = blank_face; 1171 middle = 0;
1238 1172
1239 if (top == middle) 1173 if (top == middle)
1240 middle = blank_face; 1174 middle = 0;
1241 1175
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1176#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1177 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1178 faces_obj [1] = middle;
1179 faces_obj [2] = floor;
1180#endif
1245} 1181}
1246 1182
1247uint64 1183uint64
1248mapspace::volume () const 1184mapspace::volume () const
1249{ 1185{
1253 vol += op->volume (); 1189 vol += op->volume ();
1254 1190
1255 return vol; 1191 return vol;
1256} 1192}
1257 1193
1258/* this updates the orig_map->tile_map[tile_num] value after finding 1194maptile *
1259 * the map. It also takes care of linking back the freshly found 1195maptile::tile_available (int dir, bool load)
1260 * maps tile_map values if it tiles back to this one. It returns
1261 * the value of orig_map->tile_map[tile_num].
1262 */
1263static inline maptile *
1264find_and_link (maptile *orig_map, int tile_num)
1265{ 1196{
1266 maptile *mp = orig_map->tile_map [tile_num]; 1197 if (tile_path[dir])
1267
1268 if (!mp)
1269 {
1270 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281 } 1198 {
1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200 return tile_map[dir];
1282 1201
1283 int dest_tile = (tile_num + 2) % 4; 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir];
1204 }
1284 1205
1285 orig_map->tile_map [tile_num] = mp;
1286
1287 // optimisation: back-link map to origin map if euclidean
1288 //TODO: non-euclidean maps MUST GO
1289 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1290 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1291
1292 return mp; 1206 return 0;
1293}
1294
1295static inline void
1296load_and_link (maptile *orig_map, int tile_num)
1297{
1298 find_and_link (orig_map, tile_num)->load_sync ();
1299} 1207}
1300 1208
1301/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1302 * map m. This function also takes into account any 1210 * map m. This function also takes into account any
1303 * tiling considerations, loading adjacant maps as needed. 1211 * tiling considerations, loading adjacant maps as needed.
1316 if (!m) 1224 if (!m)
1317 return 0; 1225 return 0;
1318 1226
1319 if (x < 0) 1227 if (x < 0)
1320 { 1228 {
1321 if (!m->tile_path[3]) 1229 if (!m->tile_available (3))
1322 return 1; 1230 return 1;
1323 1231
1324 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 3);
1326
1327 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1232 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1328 } 1233 }
1329 1234
1330 if (x >= m->width) 1235 if (x >= m->width)
1331 { 1236 {
1332 if (!m->tile_path[1]) 1237 if (!m->tile_available (1))
1333 return 1; 1238 return 1;
1334 1239
1335 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 1);
1337
1338 return out_of_map (m->tile_map[1], x - m->width, y); 1240 return out_of_map (m->tile_map[1], x - m->width, y);
1339 } 1241 }
1340 1242
1341 if (y < 0) 1243 if (y < 0)
1342 { 1244 {
1343 if (!m->tile_path[0]) 1245 if (!m->tile_available (0))
1344 return 1; 1246 return 1;
1345 1247
1346 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 0);
1348
1349 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1248 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1350 } 1249 }
1351 1250
1352 if (y >= m->height) 1251 if (y >= m->height)
1353 { 1252 {
1354 if (!m->tile_path[2]) 1253 if (!m->tile_available (2))
1355 return 1; 1254 return 1;
1356
1357 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 2);
1359 1255
1360 return out_of_map (m->tile_map[2], x, y - m->height); 1256 return out_of_map (m->tile_map[2], x, y - m->height);
1361 } 1257 }
1362 1258
1363 /* Simple case - coordinates are within this local 1259 /* Simple case - coordinates are within this local
1377maptile * 1273maptile *
1378maptile::xy_find (sint16 &x, sint16 &y) 1274maptile::xy_find (sint16 &x, sint16 &y)
1379{ 1275{
1380 if (x < 0) 1276 if (x < 0)
1381 { 1277 {
1382 if (!tile_path[3]) 1278 if (!tile_available (3))
1383 return 0; 1279 return 0;
1384 1280
1385 find_and_link (this, 3);
1386 x += tile_map[3]->width; 1281 x += tile_map[3]->width;
1387 return tile_map[3]->xy_find (x, y); 1282 return tile_map[3]->xy_find (x, y);
1388 } 1283 }
1389 1284
1390 if (x >= width) 1285 if (x >= width)
1391 { 1286 {
1392 if (!tile_path[1]) 1287 if (!tile_available (1))
1393 return 0; 1288 return 0;
1394 1289
1395 find_and_link (this, 1);
1396 x -= width; 1290 x -= width;
1397 return tile_map[1]->xy_find (x, y); 1291 return tile_map[1]->xy_find (x, y);
1398 } 1292 }
1399 1293
1400 if (y < 0) 1294 if (y < 0)
1401 { 1295 {
1402 if (!tile_path[0]) 1296 if (!tile_available (0))
1403 return 0; 1297 return 0;
1404 1298
1405 find_and_link (this, 0);
1406 y += tile_map[0]->height; 1299 y += tile_map[0]->height;
1407 return tile_map[0]->xy_find (x, y); 1300 return tile_map[0]->xy_find (x, y);
1408 } 1301 }
1409 1302
1410 if (y >= height) 1303 if (y >= height)
1411 { 1304 {
1412 if (!tile_path[2]) 1305 if (!tile_available (2))
1413 return 0; 1306 return 0;
1414 1307
1415 find_and_link (this, 2);
1416 y -= height; 1308 y -= height;
1417 return tile_map[2]->xy_find (x, y); 1309 return tile_map[2]->xy_find (x, y);
1418 } 1310 }
1419 1311
1420 /* Simple case - coordinates are within this local 1312 /* Simple case - coordinates are within this local
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1324{
1433 if (!map1 || !map2) 1325 if (!map1 || !map2)
1434 return 0; 1326 return 0;
1435 1327
1436 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1437 //fix: compare paths instead (this is likely faster, too!) 1329 //fix: compare paths instead (this is likely faster, too!)
1438 if (map1 == map2) 1330 if (map1 == map2)
1439 { 1331 {
1440 *dx = 0; 1332 *dx = 0;
1441 *dy = 0; 1333 *dy = 0;
1623 else 1515 else
1624 { 1516 {
1625 retval->distance_x += op2->x - x; 1517 retval->distance_x += op2->x - x;
1626 retval->distance_y += op2->y - y; 1518 retval->distance_y += op2->y - y;
1627 1519
1628 retval->part = NULL; 1520 retval->part = 0;
1629 retval->distance = idistance (retval->distance_x, retval->distance_y); 1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1630 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1631 } 1523 }
1632} 1524}
1633 1525
1634/* Returns true of op1 and op2 are effectively on the same map 1526/* Returns true of op1 and op2 are effectively on the same map
1648} 1540}
1649 1541
1650object * 1542object *
1651maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1652{ 1544{
1653 if (!op->flag [FLAG_REMOVED])
1654 op->remove ();
1655
1656 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1657} 1546}
1658 1547
1659region * 1548region *
1660maptile::region (int x, int y) const 1549maptile::region (int x, int y) const
1670 1559
1671 return ::region::default_region (); 1560 return ::region::default_region ();
1672} 1561}
1673 1562
1674/* picks a random object from a style map. 1563/* picks a random object from a style map.
1675 * Redone by MSW so it should be faster and not use static
1676 * variables to generate tables.
1677 */ 1564 */
1678object * 1565object *
1679maptile::pick_random_object () const 1566maptile::pick_random_object (rand_gen &gen) const
1680{ 1567{
1681 /* while returning a null object will result in a crash, that 1568 /* while returning a null object will result in a crash, that
1682 * is actually preferable to an infinite loop. That is because 1569 * is actually preferable to an infinite loop. That is because
1683 * most servers will automatically restart in case of crash. 1570 * most servers will automatically restart in case of crash.
1684 * Change the logic on getting the random space - shouldn't make 1571 * Change the logic on getting the random space - shouldn't make
1685 * any difference, but this seems clearer to me. 1572 * any difference, but this seems clearer to me.
1686 */ 1573 */
1687 for (int i = 1000; --i;) 1574 for (int i = 1000; --i;)
1688 { 1575 {
1689 object *pick = at (rndm (width), rndm (height)).bot; 1576 object *pick = at (gen (width), gen (height)).bot;
1690 1577
1691 // do not prefer big monsters just because they are big. 1578 // do not prefer big monsters just because they are big.
1692 if (pick && pick->head_ () == pick) 1579 if (pick && pick->is_head ())
1693 return pick->head_ (); 1580 return pick->head_ ();
1694 } 1581 }
1695 1582
1696 // instead of crashing in the unlikely(?) case, try to return *something* 1583 // instead of crashing in the unlikely(?) case, try to return *something*
1697 return get_archetype ("blocked"); 1584 return archetype::find ("bug");
1698} 1585}
1699 1586
1587void
1588maptile::play_sound (faceidx sound, int x, int y) const
1589{
1590 if (!sound)
1591 return;
1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1609 for_all_players (pl)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->ob->x;
1613 int dy = y - pl->ob->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 }
1620}
1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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