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

Comparing deliantra/server/common/map.C (file contents):
Revision 1.7 by elmex, Mon Aug 21 02:58:22 2006 UTC vs.
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.7 2006/08/21 02:58:22 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */
37 26
27#include "global.h"
28#include "loader.h"
38#include "path.h" 29#include "path.h"
39 30
40 31sint8 maptile::outdoor_darkness;
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 32
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
252 * by a P_NEW_MAP value, another call to get_map_from_coord 38 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
256 */ 42 */
43int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 45{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 46 sint16 newx = x;
265 newy = y; 47 sint16 newy = y;
48
266 mp = get_map_from_coord(oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 50
268 retval |= P_NEW_MAP; 51 if (!mp)
52 return P_OUT_OF_MAP;
53
269 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 55 if (nx) *nx = newx;
271 if (ny) *ny = newy; 56 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 57
274 if (retval & P_SAFE) 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 59}
279
280 60
281/* 61/*
282 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 68 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 69 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 71 * by the caller.
292 */ 72 */
293 73int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 74blocked_link (object *ob, maptile *m, int sx, int sy)
295 object *tmp; 75{
296 int mflags, blocked;
297
298 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 77 * have already checked this.
300 */ 78 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 82 return 1;
304 } 83 }
305 84
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 86 * directly.
308 */ 87 */
309 mflags = m->spaces[sx + m->width * sy].flags; 88 mapspace &ms = m->at (sx, sy);
310 89
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
312 92
313 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 95 * things we need to do for players.
316 */ 96 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 98 return 0;
374}
375 99
100 /* if there isn't anything alive on this space, and this space isn't
101 * otherwise blocked, we can return now. Only if there is a living
102 * creature do we need to investigate if it is part of this creature
103 * or another. Likewise, only if something is blocking us do we
104 * need to investigate if there is a special circumstance that would
105 * let the player through (inventory checkers for example)
106 */
107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
108 return 0;
109
110 ob = ob->head_ ();
111
112 /* We basically go through the stack of objects, and if there is
113 * some other object that has NO_PASS or FLAG_ALIVE set, return
114 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0.
116 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 {
119 if (OB_MOVE_BLOCK (ob, tmp))
120 {
121 if (tmp->type == CHECK_INV)
122 {
123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
127 return 1;
128 }
129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
138 }
139 else
140 return 1; // unconditional block
141
142 } else {
143 // space does not block the ob, directly, but
144 // anything alive that is not a door still
145 // blocks anything but wizards.
146
147 if (tmp->flag [FLAG_ALIVE]
148 && tmp->head_ () != ob
149 && tmp != ob
150 && tmp->type != DOOR
151 && !tmp->flag [FLAG_WIZPASS])
152 return 1;
153 }
154 }
155
156 return 0;
157}
376 158
377/* 159/*
378 * Returns true if the given object can't fit in the given spot. 160 * Returns qthe blocking object if the given object can't fit in the given
379 * This is meant for multi space objects - for single space objecs, 161 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 162 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 163 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 164 * object and makes sure they can be inserted.
383 * 165 *
384 * While this doesn't call out of map, the get_map_flags does. 166 * While this doesn't call out of map, the get_map_flags does.
385 * 167 *
386 * This function has been used to deprecate arch_out_of_map - 168 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 169 * this function also does that check, and since in most cases,
398 * 180 *
399 * Note this used to be arch_blocked, but with new movement 181 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 182 * code, we need to have actual object to check its move_type
401 * against the move_block values. 183 * against the move_block values.
402 */ 184 */
403 185bool
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 186object::blocked (maptile *m, int x, int y) const
405 archetype *tmp; 187{
406 int flag; 188 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
407 mapstruct *m1;
408 sint16 sx, sy;
409
410 if(ob==NULL) {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
416 } 189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
417 191
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 192 if (!pos.normalise ())
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 193 return 1;
420 194
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 195 mapspace &ms = *pos;
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
423 196
424 /* find_first_free_spot() calls this function. However, often 197 if (ms.flags () & P_IS_ALIVE)
425 * ob doesn't have any move type (when used to place exits) 198 return 1;
199
200 /* However, often ob doesn't have any move type
201 * (signifying non-moving objects)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 203 */
204 if (!move_type && ms.move_block != MOVE_ALL)
205 continue;
428 206
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
430
431 /* Note it is intentional that we check ob - the movement type of the 207 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 208 * head of the object should correspond for the entire object.
433 */ 209 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 210 if (ms.blocks (move_type))
435 return AB_NO_PASS; 211 return 1;
436
437 } 212 }
213
438 return 0; 214 return 0;
439} 215}
440 216
441/* When the map is loaded, load_object does not actually insert objects 217/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 218 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 219 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 220 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 221 * This is needed so that we can update the containers weight.
446 */ 222 */
447 223void
448void fix_container(object *container) 224fix_container (object *container)
449{ 225{
450 object *tmp=container->inv, *next; 226 object *tmp = container->inv, *next;
451 227
452 container->inv=NULL; 228 container->inv = 0;
453 while (tmp!=NULL) { 229 while (tmp)
230 {
454 next = tmp->below; 231 next = tmp->below;
455 if (tmp->inv) 232 if (tmp->inv)
456 fix_container(tmp); 233 fix_container (tmp);
234
457 (void) insert_ob_in_ob(tmp,container); 235 insert_ob_in_ob (tmp, container);
458 tmp = next; 236 tmp = next;
459 } 237 }
238
460 /* sum_weight will go through and calculate what all the containers are 239 // go through and calculate what all the containers are carrying.
461 * carrying. 240 //TODO: remove
462 */ 241 container->update_weight ();
463 sum_weight(container); 242}
243
244void
245maptile::set_object_flag (int flag, int value)
246{
247 if (!spaces)
248 return;
249
250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
252 tmp->flag [flag] = value;
253}
254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
464} 266}
465 267
466/* link_multipart_objects go through all the objects on the map looking 268/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 269 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 270 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 271 * they are saved).
470 * the more sections and not re-add sections for them.
471 */ 272 */
472 273void
473static void link_multipart_objects(mapstruct *m) 274maptile::link_multipart_objects ()
474{ 275{
475 int x,y; 276 if (!spaces)
476 object *tmp, *op, *last, *above; 277 return;
477 archetype *at;
478 278
479 for(x=0;x<MAP_WIDTH(m);x++) 279 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 280 {
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 281 object *op = ms->bot;
482 above=tmp->above; 282 while (op)
483 283 {
484 /* already multipart - don't do anything more */ 284 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 285 if (op->head_ () == op && !op->more && op->arch->more)
286 {
287 op->remove ();
288 op->expand_tail ();
486 289
487 /* If there is nothing more to this object, this for loop 290 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
488 * won't do anything. 291 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
489 */ 292 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 293 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
491 op = arch_to_object(at);
492 294
493 /* update x,y coordinates */ 295 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
494 op->x += tmp->x; 296 // so we have to reset the iteration through the mapspace
495 op->y += tmp->y; 297 }
496 op->head = tmp; 298 else
497 op->map = m; 299 op = op->above;
498 last->more = op; 300 }
499 if (tmp->name != op->name) {
500 if (op->name) free_string(op->name);
501 op->name = add_string(tmp->name);
502 } 301 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part.
511 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */
514 } /* for objects on this space */
515} 302}
516
517
518 303
519/* 304/*
520 * Loads (ands parses) the objects into a given map from the specified 305 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 306 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */
524
525void load_objects (mapstruct *m, FILE *fp, int mapflags) {
526 int i,j,bufstate=LO_NEWFILE;
527 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp;
529
530 op=get_object();
531 op->map = m; /* To handle buttons correctly */
532
533 while((i=load_object(fp,op,bufstate, mapflags))) {
534 /* Since the loading of the map header does not load an object
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */ 307 */
538 bufstate = LO_REPEAT; 308bool
539 309maptile::_load_objects (object_thawer &f)
540 /* if the archetype for the object is null, means that we 310{
541 * got an invalid object. Don't do anything with it - the game 311 for (;;)
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch==NULL) {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
546 continue;
547 }
548
549
550 switch(i) {
551 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight(op);
561
562 prev=op,last_more=op;
563 break;
564
565 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op;
568 break;
569 }
570 if (mapflags & MAP_STYLE) {
571 remove_from_active_list(op);
572 }
573 op=get_object();
574 op->map = m;
575 } 312 {
576 for (i=0;i<m->width;i++){ 313 coroapi::cede_to_tick (); // cede once in a while
577 for (j=0;j<m->height;j++){ 314
315 switch (f.kw)
316 {
317 case KW_arch:
318 if (object *op = object::read (f, this))
319 {
320 // TODO: why?
321 if (op->inv)
322 op->update_weight ();
323
324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &ms.bot) = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
578 unique =0; 349 continue;
579 /* check for unique items, or unique squares */ 350
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 351 case KW_EOF:
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 352 return true;
582 unique = 1; 353
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 354 default:
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 355 if (!f.parse_error ("map file"))
356 return false;
357 break;
358 }
359
360 f.next ();
585 } 361 }
586 } 362
363 return true;
364}
365
366void
367maptile::activate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373}
374
375void
376maptile::deactivate ()
377{
378 if (spaces)
379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive ();
382}
383
384bool
385maptile::_save_objects (object_freezer &f, int flags)
386{
387 coroapi::cede_to_tick ();
388
389 if (flags & IO_HEADER)
390 _save_header (f);
391
392 if (!spaces)
393 return false;
394
395 for (int i = 0; i < size (); ++i)
587 } 396 {
588 free_object(op); 397 bool unique = 0;
589 link_multipart_objects(m);
590}
591 398
592/* This saves all the objects on the map in a non destructive fashion. 399 for (object *op = spaces [i].bot; op; op = op->above)
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 400 {
594 * and we only save the head of multi part objects - this is needed 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
595 * in order to do map tiling properly. 402
403 if (expect_false (!op->can_map_save ()))
404 continue;
405
406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 {
408 if (flags & IO_UNIQUES)
409 op->write (f);
410 }
411 else if (expect_true (flags & IO_OBJECTS))
412 op->write (f);
413 }
414 }
415
416 coroapi::cede_to_tick ();
417
418 return true;
419}
420
421bool
422maptile::_save_objects (const char *path, int flags)
423{
424 object_freezer freezer;
425
426 if (!_save_objects (freezer, flags))
427 return false;
428
429 return freezer.save (path);
430}
431
432maptile::maptile ()
433{
434 in_memory = MAP_SWAPPED;
435
436 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour.
596 */ 438 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 439 width = 16;
598 int i, j = 0,unique=0; 440 height = 16;
599 object *op; 441 timeout = 300;
600 /* first pass - save one-part objects */ 442 max_nrof = 1000; // 1000 items of anything
601 for(i = 0; i < MAP_WIDTH(m); i++) 443 max_volume = 2000000; // 2m³
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 444}
603 unique=0;
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 445
608 if(op->type == PLAYER) { 446maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 447{
610 continue; 448 in_memory = MAP_SWAPPED;
611 }
612 449
613 if (op->head || op->owner) 450 width = w;
614 continue; 451 height = h;
452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0;
455 enter_y = 0;
615 456
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 457 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 458}
627 459
628/* 460/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 461 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 462 * This basically allocates the dynamic array of spaces for the
666 * map. 463 * map.
667 */ 464 */
668 465void
669void allocate_map(mapstruct *m) { 466maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 467{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 468 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 469 return;
470
471 spaces = salloc0<mapspace> (size ());
696} 472}
697 473
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 474/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 475 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 476 * at a later date.
701 * Called by parse_map_headers below. 477 * Called by parse_map_headers below.
702 */ 478 */
703 479static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 480parse_shop_string (const char *input_string)
481{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 483 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 484 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 485 const typedata *current_type;
709 486
710 shop_string=strdup_local(input_string); 487 shop_string = strdup (input_string);
711 p=shop_string; 488 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 489 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 490 while (p)
491 {
714 p=strchr(p, ';'); 492 p = strchr (p, ';');
715 number_of_entries++; 493 number_of_entries++;
716 if (p) p++; 494 if (p)
495 p++;
717 } 496 }
497
718 p=shop_string; 498 p = shop_string;
719 strip_endline(p); 499 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 500 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 501 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 502 {
503 if (!p)
504 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 505 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 506 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 507 }
508
509 next_semicolon = strchr (p, ';');
510 next_colon = strchr (p, ':');
511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513 items[i].strength = atoi (strchr (p, ':') + 1);
514
515 if (isdigit (*p) || *p == '*')
516 {
517 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518 current_type = get_typedata (items[i].typenum);
519 if (current_type)
520 {
521 items[i].name = current_type->name;
522 items[i].name_pl = current_type->name_pl;
523 }
524 }
525 else
526 { /*we have a named type, let's figure out what it is */
527 q = strpbrk (p, ";:");
528 if (q)
529 *q = '\0';
530
531 current_type = get_typedata_by_name (p);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].typenum = current_type->number;
536 items[i].name_pl = current_type->name_pl;
537 }
538 else
539 { /* oh uh, something's wrong, let's free up this one, and try
540 * the next entry while we're at it, better print a warning
541 */
542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543 }
544 }
545
758 items[i].index=number_of_entries; 546 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 547 if (next_semicolon)
760 else p=NULL; 548 p = ++next_semicolon;
549 else
550 p = NULL;
761 } 551 }
552
762 free(shop_string); 553 free (shop_string);
763 return items; 554 return items;
764} 555}
765 556
766/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
768static void print_shop_string(mapstruct *m, char *output_string) { 559static const char *
769 int i; 560print_shop_string (maptile *m)
770 char tmp[MAX_BUF]; 561{
771 strcpy(output_string, ""); 562 static dynbuf_text buf; buf.clear ();
563
772 for (i=0; i< m->shopitems[0].index; i++) { 564 for (int i = 0; i < m->shopitems[0].index; i++)
565 {
773 if (m->shopitems[i].typenum) { 566 if (m->shopitems[i].typenum)
567 {
774 if (m->shopitems[i].strength) { 568 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
570 else
571 buf.printf ("%s;", m->shopitems[i].name);
572 }
573 else
574 {
575 if (m->shopitems[i].strength)
576 buf.printf ("*:%d;", m->shopitems[i].strength);
577 else
578 buf.printf ("*");
579 }
776 } 580 }
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 581
778 } 582 return buf;
779 else {
780 if (m->shopitems[i].strength) {
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
782 }
783 else sprintf(tmp, "*");
784 }
785 strcat(output_string, tmp);
786 }
787} 583}
788 584
789/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
791 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
794 * put all the stuff in the map object so that names actually make 590 * put all the stuff in the map object so that names actually make
795 * sense. 591 * sense.
796 * This could be done in lex (like the object loader), but I think 592 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 593 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 594 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 595 */
801 596bool
802static int load_map_header(FILE *fp, mapstruct *m) 597maptile::_load_header (object_thawer &thawer)
803{ 598{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 599 for (;;)
805 int msgpos=0; 600 {
806 int maplorepos=0; 601 switch (thawer.kw)
602 {
603 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg);
605 break;
807 606
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 607 case KW_lore: // CF+ extension
809 buf[HUGE_BUF-1] = 0; 608 thawer.get_ml (KW_endlore, maplore);
810 key = buf; 609 break;
811 while (isspace(*key)) key++; 610
812 if (*key == 0) continue; /* empty line */ 611 case KW_maplore:
813 value = strchr(key, ' '); 612 thawer.get_ml (KW_endmaplore, maplore);
814 if (!value) { 613 break;
815 end = strchr(key, '\n'); 614
816 if (end != NULL) { 615 case KW_arch:
817 *end = 0; 616 if (strcmp (thawer.get_str (), "map"))
617 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618 break;
619
620 case KW_oid:
621 thawer.get (this, thawer.get_sint32 ());
622 break;
623
624 case KW_file_format_version: break; // nop
625
626 case KW_name: thawer.get (name); break;
627 case KW_attach: thawer.get (attach); break;
628 case KW_reset_time: thawer.get (reset_time); break;
629 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break;
634 case KW_temp: thawer.get (temp); break;
635 case KW_pressure: thawer.get (pressure); break;
636 case KW_humid: thawer.get (humid); break;
637 case KW_windspeed: thawer.get (windspeed); break;
638 case KW_winddir: thawer.get (winddir); break;
639 case KW_sky: thawer.get (sky); break;
640
641 case KW_per_player: thawer.get (per_player); break;
642 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
645
646 case KW_region: default_region = region::find (thawer.get_str ()); break;
647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
648
649 // old names new names
650 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
651 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
652 case KW_x: case KW_width: thawer.get (width); break;
653 case KW_y: case KW_height: thawer.get (height); break;
654 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
655 case KW_value: case KW_swap_time: thawer.get (timeout); break;
656 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
657 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
658 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
659
660 case KW_tile_path_1: thawer.get (tile_path [0]); break;
661 case KW_tile_path_2: thawer.get (tile_path [1]); break;
662 case KW_tile_path_3: thawer.get (tile_path [2]); break;
663 case KW_tile_path_4: thawer.get (tile_path [3]); break;
664
665 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value);
667 break;
668
669 case KW_end:
670 thawer.next ();
671 return true;
672
673 default:
674 if (!thawer.parse_error ("map", 0))
675 return false;
676 break;
677 }
678
679 thawer.next ();
818 } 680 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 681
839 /* key is the field name, value is what it should be set 682 abort ();
840 * to. We've already done the work to null terminate key,
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853
854 if (!strcmp(key,"msg")) {
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
856 if (!strcmp(buf,"endmsg\n")) break;
857 else {
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959
960 if (tile<1 || tile>4) {
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0;
1007}
1008
1009/*
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 683}
1150 684
1151/****************************************************************************** 685/******************************************************************************
1152 * This is the start of unique map handling code 686 * This is the start of unique map handling code
1153 *****************************************************************************/ 687 *****************************************************************************/
1154 688
1155/* This goes through map 'm' and removed any unique items on the map. */ 689/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 690void
691maptile::clear_unique_items ()
1157{ 692{
693 for (int i = 0; i < size (); ++i)
694 {
1158 int i,j,unique; 695 int unique = 0;
1159 object *op, *next; 696 for (object *op = spaces [i].bot; op; )
697 {
698 object *above = op->above;
1160 699
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 701 unique = 1;
702
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 704 op->destroy ();
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 705
1171 remove_button_link(op); 706 op = above;
1172 remove_ob(op); 707 }
1173 free_object(op);
1174 }
1175 } 708 }
1176 }
1177} 709}
1178 710
711bool
712maptile::_save_header (object_freezer &freezer)
713{
714#define MAP_OUT(k) freezer.put (KW_ ## k, k)
715#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 716
1180/* 717 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 718
1189 for (count=0; count<10; count++) { 719 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 720 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 721 MAP_OUT (reset_time);
1192 } 722 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 723 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
726 MAP_OUT (difficulty);
727 if (default_region) MAP_OUT2 (region, default_region->name);
1195 728
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
1197 /* There is no expectation that every map will have unique items, but this 730 MAP_OUT (shopgreed);
1198 * is debug output, so leave it in. 731 MAP_OUT (shopmin);
1199 */ 732 MAP_OUT (shopmax);
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path)); 733 if (shoprace) MAP_OUT (shoprace);
1201 return;
1202 }
1203 734
1204 m->in_memory=MAP_LOADING; 735 MAP_OUT (darkness);
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */ 736 MAP_OUT (width);
1206 delete_unique_items(m); /* original map before, don't duplicate them */ 737 MAP_OUT (height);
1207 load_object(fp, NULL, LO_NOREAD,0); 738 MAP_OUT (enter_x);
1208 load_objects (m, fp, 0); 739 MAP_OUT (enter_y);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212 740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1213 743
1214/* 744 MAP_OUT (outdoor);
1215 * Saves a map to file. If flag is set, it is saved into the same 745 MAP_OUT (temp);
1216 * file it was (originally) loaded from. Otherwise a temporary 746 MAP_OUT (pressure);
1217 * filename will be genarated, and the file will be stored there. 747 MAP_OUT (humid);
1218 * The temporary filename will be stored in the mapstructure. 748 MAP_OUT (windspeed);
1219 * If the map is unique, we also save to the filename in the map 749 MAP_OUT (winddir);
1220 * (this should have been updated when first loaded) 750 MAP_OUT (sky);
1221 */
1222 751
1223int new_save_map(mapstruct *m, int flag) { 752 MAP_OUT (per_player);
1224 FILE *fp, *fp2; 753 MAP_OUT (per_party);
1225 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1226 shop[MAX_BUF], filename_s[MAX_BUF];
1227 int i;
1228
1229 if (flag && !*m->path) {
1230 LOG(llevError,"Tried to save map without path.\n");
1231 return -1;
1232 }
1233
1234 if (flag || (m->unique) || (m->templatemap)) {
1235 if (!m->unique && !m->templatemap) { /* flag is set */
1236 if (flag == 2)
1237 strcpy(filename, create_overlay_pathname(m->path));
1238 else
1239 strcpy (filename, create_pathname (m->path));
1240 } else
1241 strcpy (filename, m->path);
1242 754
1243 /* If the compression suffix already exists on the filename, don't 755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
1244 * put it on again. This nasty looking strcmp checks to see if the 756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
1245 * compression suffix is at the end of the filename already. 757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
1246 */ 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
1247 if (m->compressed &&
1248 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1249 uncomp[m->compressed][0]))
1250 strcat(filename, uncomp[m->compressed][0]);
1251 make_path_to_file(filename);
1252 } else {
1253 if (!m->tmpname)
1254 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1255 strcpy(filename, m->tmpname);
1256 }
1257 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1258 m->in_memory = MAP_SAVING;
1259 759
1260 sprintf (filename_s, "%s~", filename); 760 freezer.put (this);
761 freezer.put (KW_end);
1261 762
1262 /* Compress if it isn't a temporary save. Do compress if unique */ 763 return true;
1263 if (m->compressed && (m->unique || m->templatemap || flag)) { 764}
1264 char buf[MAX_BUF];
1265 strcpy(buf, uncomp[m->compressed][2]);
1266 strcat(buf, " > ");
1267 strcat(buf, filename_s);
1268 fp = popen(buf, "w");
1269 } else
1270 fp = fopen(filename_s, "w");
1271 765
1272 if(fp == NULL) { 766bool
1273 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno)); 767maptile::_save_header (const char *path)
1274 return -1; 768{
1275 } 769 object_freezer freezer;
1276
1277 /* legacy */
1278 fprintf(fp,"arch map\n");
1279 if (m->name) fprintf(fp,"name %s\n", m->name);
1280 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1281 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1282 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1283 /* we unfortunately have no idea if this is a value the creator set
1284 * or a difficulty value we generated when the map was first loaded
1285 */
1286 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1287 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1288 if (m->shopitems) {
1289 print_shop_string(m, shop);
1290 fprintf(fp,"shopitems %s\n", shop);
1291 }
1292 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1293#ifndef WIN32
1294 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1296#else
1297 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1299#endif
1300 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1301 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1302 if (m->width) fprintf(fp,"width %d\n", m->width);
1303 if (m->height) fprintf(fp,"height %d\n", m->height);
1304 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1305 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1306 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1307 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1308 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1309 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1310 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1311 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1312 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1313 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1314 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1315 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1316 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1317 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1318 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1319 770
1320 /* Save any tiling information, except on overlays */ 771 if (!_save_header (freezer))
1321 if (flag != 2)
1322 for (i=0; i<4; i++)
1323 if (m->tile_path[i])
1324 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1325
1326 fprintf(fp,"end\n");
1327
1328 /* In the game save unique items in the different file, but
1329 * in the editor save them to the normal map file.
1330 * If unique map, save files in the proper destination (set by
1331 * player)
1332 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 sprintf (buf_s, "%s~", buf);
1336 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1337 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1338 }
1339 if (flag == 2)
1340 save_objects(m, fp, fp2, 2);
1341 else
1342 save_objects (m, fp, fp2, 0);
1343 if (fp2 != NULL) {
1344 if (ftell (fp2) == 0) {
1345 fclose (fp2);
1346 rename (buf_s, buf);
1347 unlink (buf);
1348 } else {
1349 fclose (fp2);
1350 rename (buf_s, buf);
1351 chmod (buf, SAVE_MODE);
1352 }
1353 }
1354 } else { /* save same file when not playing, like in editor */
1355 save_objects(m, fp, fp, 0);
1356 }
1357
1358 if (m->compressed && (m->unique || m->templatemap || flag))
1359 pclose(fp);
1360 else
1361 fclose(fp);
1362
1363 rename (filename_s, filename);
1364
1365 chmod (filename, SAVE_MODE);
1366 return 0; 772 return false;
1367}
1368 773
1369 774 return freezer.save (path);
1370/*
1371 * Remove and free all objects in the inventory of the given object.
1372 * object.c ?
1373 */
1374
1375void clean_object(object *op)
1376{
1377 object *tmp, *next;
1378
1379 for(tmp = op->inv; tmp; tmp = next)
1380 {
1381 next = tmp->below;
1382 clean_object(tmp);
1383 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1384 remove_button_link(tmp);
1385 remove_ob(tmp);
1386 free_object(tmp);
1387 }
1388} 775}
1389 776
1390/* 777/*
1391 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
1392 */ 779 */
780void
781maptile::clear ()
782{
783 if (spaces)
784 {
785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
786 while (object *op = ms->bot)
787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
1393 791
1394void free_all_objects(mapstruct *m) { 792 op->flag [FLAG_REMOVED] = true;
1395 int i,j;
1396 object *op;
1397 793
1398 for(i=0;i<MAP_WIDTH(m);i++) 794 object *head = op->head_ ();
1399 for(j=0;j<MAP_HEIGHT(m);j++) { 795 if (op == head)
1400 object *previous_obj=NULL; 796 op->destroy ();
1401 while((op=GET_MAP_OB(m,i,j))!=NULL) { 797 else if (head->map != op->map)
1402 if (op==previous_obj) { 798 {
1403 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1404 break; 800 head->destroy ();
1405 } 801 }
1406 previous_obj=op; 802 }
1407 if(op->head!=NULL)
1408 op = op->head;
1409 803
1410 /* If the map isn't in memory, free_object will remove and 804 sfree0 (spaces, size ());
1411 * free objects in op's inventory. So let it do the job.
1412 */
1413 if (m->in_memory==MAP_IN_MEMORY)
1414 clean_object(op);
1415 remove_ob(op);
1416 free_object(op);
1417 } 805 }
1418 }
1419#ifdef MANY_CORES
1420 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1421 * an item on that map was not saved - look for that condition and die as appropriate -
1422 * this leaves more of the map data intact for better debugging.
1423 */
1424 for (op=objects; op!=NULL; op=op->next) {
1425 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1426 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1427 abort();
1428 }
1429 }
1430#endif
1431}
1432 806
1433/*
1434 * Frees everything allocated by the given mapstructure.
1435 * don't free tmpname - our caller is left to do that
1436 */
1437
1438void free_map(mapstruct *m,int flag) {
1439 int i;
1440
1441 if (!m->in_memory) {
1442 LOG(llevError,"Trying to free freed map.\n");
1443 return;
1444 }
1445 if (flag && m->spaces) free_all_objects(m);
1446 if (m->name) FREE_AND_CLEAR(m->name);
1447 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1448 if (m->msg) FREE_AND_CLEAR(m->msg);
1449 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1450 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1451 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1452 if (m->buttons) 807 if (buttons)
1453 free_objectlinkpt(m->buttons); 808 free_objectlinkpt (buttons), buttons = 0;
1454 m->buttons = NULL; 809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
812}
813
814void
815maptile::clear_header ()
816{
817 name = 0;
818 msg = 0;
819 maplore = 0;
820 shoprace = 0;
821 delete [] shopitems, shopitems = 0;
822
1455 for (i=0; i<4; i++) { 823 for (int i = 0; i < 4; i++)
1456 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 824 tile_path [i] = 0;
1457 m->tile_map[i] = NULL;
1458 }
1459 m->in_memory = MAP_SWAPPED;
1460} 825}
1461 826
1462/* 827maptile::~maptile ()
1463 * function: vanish mapstruct 828{
1464 * m : pointer to mapstruct, if NULL no action 829 assert (destroyed ());
1465 * this deletes all the data on the map (freeing pointers) 830}
1466 * and then removes this map from the global linked list of maps.
1467 */
1468 831
1469void delete_map(mapstruct *m) { 832void
1470 mapstruct *tmp, *last; 833maptile::clear_links_to (maptile *m)
1471 int i; 834{
1472
1473 if (!m)
1474 return;
1475 if (m->in_memory == MAP_IN_MEMORY) {
1476 /* change to MAP_SAVING, even though we are not,
1477 * so that remove_ob doesn't do as much work.
1478 */
1479 m->in_memory = MAP_SAVING;
1480 free_map (m, 1);
1481 }
1482 /* move this out of free_map, since tmpname can still be needed if
1483 * the map is swapped out.
1484 */
1485 if (m->tmpname) {
1486 free(m->tmpname);
1487 m->tmpname=NULL;
1488 }
1489 last = NULL;
1490 /* We need to look through all the maps and see if any maps 835 /* We need to look through all the maps and see if any maps
1491 * are pointing at this one for tiling information. Since 836 * are pointing at this one for tiling information. Since
1492 * tiling can be assymetric, we just can not look to see which 837 * tiling can be asymetric, we just can not look to see which
1493 * maps this map tiles with and clears those. 838 * maps this map tiles with and clears those.
1494 */ 839 */
1495 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1496 if (tmp->next == m) last = tmp;
1497
1498 /* This should hopefully get unrolled on a decent compiler */
1499 for (i=0; i<4; i++) 840 for (int i = 0; i < 4; i++)
1500 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 841 if (tile_map[i] == m)
1501 } 842 tile_map[i] = 0;
1502
1503 /* If last is null, then this should be the first map in the list */
1504 if (!last) {
1505 if (m == first_map)
1506 first_map = m->next;
1507 else
1508 /* m->path is a static char, so should hopefully still have
1509 * some useful data in it.
1510 */
1511 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1512 m->path);
1513 }
1514 else
1515 last->next = m->next;
1516
1517 free (m);
1518} 843}
1519 844
845void
846maptile::do_destroy ()
847{
848 attachable::do_destroy ();
1520 849
850 clear ();
851}
1521 852
1522/* 853/* decay and destroy perishable items in a map */
1523 * Makes sure the given map is loaded and swapped in. 854void
1524 * name is path name of the map. 855maptile::do_decay_objects ()
1525 * flags meaning: 856{
1526 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 857 if (!spaces)
1527 * and don't do unique items or the like.
1528 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1529 * dont do any more name translation on it.
1530 *
1531 * Returns a pointer to the given map.
1532 */
1533
1534mapstruct *ready_map_name(const char *name, int flags) {
1535 mapstruct *m;
1536
1537 if (!name)
1538 return (NULL);
1539
1540 /* Have we been at this level before? */
1541 m = has_been_loaded (name);
1542
1543 /* Map is good to go, so just return it */
1544 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1545 return m;
1546 }
1547
1548 /* unique maps always get loaded from their original location, and never
1549 * a temp location. Likewise, if map_flush is set, or we have never loaded
1550 * this map, load it now. I removed the reset checking from here -
1551 * it seems the probability of a player trying to enter a map that should
1552 * reset but hasn't yet is quite low, and removing that makes this function
1553 * a bit cleaner (and players probably shouldn't rely on exact timing for
1554 * resets in any case - if they really care, they should use the 'maps command.
1555 */
1556 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1557
1558 /* first visit or time to reset */
1559 if (m) {
1560 clean_tmp_map(m); /* Doesn't make much difference */
1561 delete_map(m);
1562 }
1563
1564 /* create and load a map */
1565 if (flags & MAP_PLAYER_UNIQUE)
1566 LOG(llevDebug, "Trying to load map %s.\n", name);
1567 else
1568 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1569
1570 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1571 return (NULL);
1572
1573 fix_auto_apply(m); /* Chests which open as default */
1574
1575 /* If a player unique map, no extra unique object file to load.
1576 * if from the editor, likewise.
1577 */
1578 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1579 load_unique_objects(m);
1580
1581 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1582 m=load_overlay_map(name, m);
1583 if (m==NULL)
1584 return NULL;
1585 }
1586
1587 } else {
1588 /* If in this loop, we found a temporary map, so load it up. */
1589
1590 m=load_temporary_map (m);
1591 if(m==NULL) return NULL;
1592 load_unique_objects(m);
1593
1594 clean_tmp_map(m);
1595 m->in_memory = MAP_IN_MEMORY;
1596 /* tempnam() on sun systems (probably others) uses malloc
1597 * to allocated space for the string. Free it here.
1598 * In some cases, load_temporary_map above won't find the
1599 * temporary map, and so has reloaded a new map. If that
1600 * is the case, tmpname is now null
1601 */
1602 if (m->tmpname) free(m->tmpname);
1603 m->tmpname = NULL;
1604 /* It's going to be saved anew anyway */
1605 }
1606
1607 /* Below here is stuff common to both first time loaded maps and
1608 * temp maps.
1609 */
1610
1611 decay_objects(m); /* start the decay */
1612 /* In case other objects press some buttons down */
1613 update_buttons(m);
1614 if (m->outdoor)
1615 set_darkness_map(m);
1616 /* run the weather over this map */
1617 weather_effect(name);
1618 return m; 858 return;
1619}
1620 859
860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above)
862 {
863 above = op->above;
864
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break;
870
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ())
877 ; // do not decay
878 else if (op->is_weapon ())
879 {
880 op->stats.dam--;
881 if (op->stats.dam < 0)
882 destroy = 1;
883 }
884 else if (op->is_armor ())
885 {
886 op->stats.ac--;
887 if (op->stats.ac < 0)
888 destroy = 1;
889 }
890 else if (op->type == FOOD)
891 {
892 op->stats.food -= rndm (5, 20);
893 if (op->stats.food < 0)
894 destroy = 1;
895 }
896 else
897 {
898 int mat = op->materials;
899
900 if (mat & M_PAPER
901 || mat & M_LEATHER
902 || mat & M_WOOD
903 || mat & M_ORGANIC
904 || mat & M_CLOTH
905 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32))
911 destroy = 1;
912 }
913
914 /* adjust overall chance below */
915 if (destroy && rndm (0, 1))
916 op->destroy ();
917 }
918}
1621 919
1622/* 920/*
1623 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
1624 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
1625 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
1626 * 924 *
1627 * Difficulty can now be set by the map creature. If the value stored 925 * Difficulty can now be set by the map creator. If the value stored
1628 * in the map is zero, then use this routine. Maps should really 926 * in the map is zero, then use this routine. Maps should really
1629 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
1630 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
1631 */ 929 */
1632 930int
1633int calculate_difficulty(mapstruct *m) { 931maptile::estimate_difficulty () const
1634 object *op; 932{
1635 archetype *at;
1636 int x, y, i, diff;
1637 long monster_cnt = 0; 933 long monster_cnt = 0;
1638 double avgexp = 0; 934 double avgexp = 0;
1639 sint64 total_exp = 0; 935 sint64 total_exp = 0;
1640 936
1641 if (MAP_DIFFICULTY (m)) 937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1642 { 938 for (object *op = ms->bot; op; op = op->above)
1643 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1644 return MAP_DIFFICULTY (m);
1645 }
1646
1647 for(x = 0; x < MAP_WIDTH(m); x++)
1648 for(y = 0; y < MAP_HEIGHT(m); y++)
1649 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1650 { 939 {
1651 if(QUERY_FLAG (op, FLAG_MONSTER)) 940 if (QUERY_FLAG (op, FLAG_MONSTER))
1652 { 941 {
1653 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1654 monster_cnt++; 943 monster_cnt++;
1655 } 944 }
1656 945
1657 if(QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
1658 { 947 {
1659 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
1660 at = type_to_archetype(GENERATE_TYPE (op));
1661 949
1662 if(at != NULL) 950 if (archetype *at = op->other_arch)
951 {
1663 total_exp += at->clone.stats.exp * 8; 952 total_exp += at->stats.exp * 8;
1664
1665 monster_cnt++; 953 monster_cnt++;
1666 } 954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
1667 } 961 }
962 }
1668 963
1669 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
1670 965
1671 for (i = 1; i <= settings.max_level; i++) 966 for (int i = 1; i <= settings.max_level; i++)
1672 {
1673 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 967 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1674 {
1675 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1676 return i; 968 return i;
1677 }
1678 }
1679 969
1680 return 1; 970 return 1;
1681}
1682
1683void clean_tmp_map(mapstruct *m) {
1684 if(m->tmpname == NULL)
1685 return;
1686 if (clean_temporary_map_callback)
1687 clean_temporary_map_callback (m);
1688 (void) unlink(m->tmpname);
1689}
1690
1691void free_all_maps(void)
1692{
1693 int real_maps=0;
1694
1695 while (first_map) {
1696 /* I think some of the callers above before it gets here set this to be
1697 * saving, but we still want to free this data
1698 */
1699 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1700 delete_map(first_map);
1701 real_maps++;
1702 }
1703 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1704} 971}
1705 972
1706/* change_map_light() - used to change map light level (darkness) 973/* change_map_light() - used to change map light level (darkness)
1707 * up or down. Returns true if successful. It should now be 974 * up or down. Returns true if successful. It should now be
1708 * possible to change a value by more than 1. 975 * possible to change a value by more than 1.
1709 * Move this from los.c to map.c since this is more related 976 * Move this from los.c to map.c since this is more related
1710 * to maps than los. 977 * to maps than los.
1711 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
1712 */ 979 */
1713 980int
1714int change_map_light(mapstruct *m, int change) { 981maptile::change_map_light (int change)
1715 int new_level = m->darkness + change; 982{
1716
1717 /* Nothing to do */ 983 /* Nothing to do */
1718 if(!change || (new_level <= 0 && m->darkness == 0) || 984 if (!change)
1719 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1720 return 0; 985 return 0;
1721 }
1722 986
1723 /* inform all players on the map */ 987 /* inform all players on the map */
1724 if (change>0) 988 if (change > 0)
1725 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1726 else 990 else
1727 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1728 992
1729 /* Do extra checking. since m->darkness is a unsigned value, 993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1730 * we need to be extra careful about negative values.
1731 * In general, the checks below are only needed if change
1732 * is not +/-1
1733 */
1734 if (new_level < 0) m->darkness = 0;
1735 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1736 else m->darkness=new_level;
1737 994
1738 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1739 update_all_map_los(m); 996 update_all_map_los (this);
997
1740 return 1; 998 return 1;
1741} 999}
1742
1743 1000
1744/* 1001/*
1745 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1746 * on the map (what it looks like, whether it blocks magic, 1003 * on the map (what it looks like, whether it blocks magic,
1747 * has a living creatures, prevents people from passing 1004 * has a living creatures, prevents people from passing
1748 * through, etc) 1005 * through, etc)
1749 */ 1006 */
1750void update_position (mapstruct *m, int x, int y) { 1007void
1751 object *tmp, *last = NULL; 1008mapspace::update_ ()
1752 uint8 flags = 0, oldflags, light=0, anywhere=0; 1009{
1753 New_Face *top,*floor, *middle; 1010 object *last = 0;
1754 object *top_obj, *floor_obj, *middle_obj; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1012 sint8 light = 0;
1755 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1756 1014
1757 oldflags = GET_MAP_FLAGS(m,x,y); 1015 //object *middle = 0;
1758 if (!(oldflags & P_NEED_UPDATE)) { 1016 //object *top = 0;
1759 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1017 //object *floor = 0;
1760 m->path, x, y); 1018 // this seems to generate better code than using locals, above
1761 return; 1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1762 } 1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius;
1763 1027
1764 middle=blank_face;
1765 top=blank_face;
1766 floor=blank_face;
1767
1768 middle_obj = NULL;
1769 top_obj = NULL;
1770 floor_obj = NULL;
1771
1772 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1773
1774 /* This could be made additive I guess (two lights better than
1775 * one). But if so, it shouldn't be a simple additive - 2
1776 * light bulbs do not illuminate twice as far as once since
1777 * it is a disapation factor that is squared (or is it cubed?)
1778 */
1779 if (tmp->glow_radius > light) light = tmp->glow_radius;
1780
1781 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1782 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1783 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1784 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1785 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1786 * 1033 *
1787 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1788 */ 1035 */
1789 if (!tmp->invisible) { 1036 if (!tmp->invisible)
1037 {
1790 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1791 top = tmp->face; 1039 top = tmp;
1792 top_obj = tmp;
1793 }
1794 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1041 {
1795 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1796 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1797 */ 1044 */
1798 middle=blank_face; 1045 middle = 0;
1799 top=blank_face; 1046 top = 0;
1800 floor = tmp->face; 1047 floor = tmp;
1801 floor_obj = tmp; 1048 }
1802 }
1803 /* Flag anywhere have high priority */ 1049 /* Flag anywhere have high priority */
1804 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1805 middle = tmp->face; 1051 {
1052 middle = tmp;
1053 anywhere = 1;
1054 }
1806 1055
1807 middle_obj = tmp;
1808 anywhere =1;
1809 }
1810 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1811 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1812 * top 1058 * top
1813 */ 1059 */
1814 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1815 middle = tmp->face; 1061 middle = tmp;
1816 middle_obj = tmp; 1062 }
1817 } 1063
1818 }
1819 if (tmp==tmp->above) { 1064 if (tmp == tmp->above)
1065 {
1820 LOG(llevError, "Error in structure of map\n"); 1066 LOG (llevError, "Error in structure of map\n");
1821 exit (-1); 1067 exit (-1);
1822 }
1823 1068 }
1069
1824 move_slow |= tmp->move_slow; 1070 move_slow |= tmp->move_slow;
1825 move_block |= tmp->move_block; 1071 move_block |= tmp->move_block;
1826 move_on |= tmp->move_on; 1072 move_on |= tmp->move_on;
1827 move_off |= tmp->move_off; 1073 move_off |= tmp->move_off;
1828 move_allow |= tmp->move_allow; 1074 move_allow |= tmp->move_allow;
1829 1075
1830 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1831 flags |= P_IS_ALIVE; 1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1832 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1078 if (tmp->type == PLAYER) flags |= P_PLAYER;
1833 flags |= P_NO_MAGIC; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1834 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1835 flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1836 if (tmp->type == SAFE_GROUND)
1837 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1838
1839 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1840 flags |= P_BLOCKSVIEW;
1841 } /* for stack of objects */
1842
1843 /* we don't want to rely on this function to have accurate flags, but
1844 * since we're already doing the work, we calculate them here.
1845 * if they don't match, logic is broken someplace.
1846 */
1847 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1848 (!(oldflags & P_NO_ERROR))) {
1849 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1850 m->path, x, y,
1851 (oldflags & ~P_NEED_UPDATE), flags);
1852 } 1082 }
1853 SET_MAP_FLAGS(m, x, y, flags);
1854 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1855 SET_MAP_MOVE_ON(m, x, y, move_on);
1856 SET_MAP_MOVE_OFF(m, x, y, move_off);
1857 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1858 1083
1084 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on;
1088 this->move_off = move_off;
1089 this->move_slow = move_slow;
1090
1859 /* At this point, we have a floor face (if there is a floor), 1091 /* At this point, we have a floor face (if there is a floor),
1860 * and the floor is set - we are not going to touch it at 1092 * and the floor is set - we are not going to touch it at
1861 * this point. 1093 * this point.
1862 * middle contains the highest visibility face. 1094 * middle contains the highest visibility face.
1863 * top contains a player/monster face, if there is one. 1095 * top contains a player/monster face, if there is one.
1864 * 1096 *
1865 * We now need to fill in top.face and/or middle.face. 1097 * We now need to fill in top.face and/or middle.face.
1866 */ 1098 */
1867 1099
1868 /* If the top face also happens to be high visibility, re-do our 1100 /* If the top face also happens to be high visibility, re-do our
1869 * middle face. This should not happen, as we already have the 1101 * middle face. This should not happen, as we already have the
1870 * else statement above so middle should not get set. OTOH, it 1102 * else statement above so middle should not get set. OTOH, it
1871 * may be possible for the faces to match but be different objects. 1103 * may be possible for the faces to match but be different objects.
1872 */ 1104 */
1873 if (top == middle) middle=blank_face; 1105 if (top == middle)
1106 middle = 0;
1874 1107
1875 /* There are three posibilities at this point: 1108 /* There are three posibilities at this point:
1876 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1877 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1878 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1879 */ 1112 */
1880 1113
1881 for (tmp=last; tmp; tmp=tmp->below) { 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1115 {
1882 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1883 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 break;
1884 1119
1885 /* If two top faces are already set, quit processing */ 1120 /* If two top faces are already set, quit processing */
1886 if ((top != blank_face) && (middle != blank_face)) break; 1121 if (top && middle)
1122 break;
1887 1123
1888 /* Only show visible faces, unless its the editor - show all */ 1124 /* Only show visible faces */
1889 if (!tmp->invisible || editor) { 1125 if (!tmp->invisible)
1126 {
1890 /* Fill in top if needed */ 1127 /* Fill in top if needed */
1891 if (top == blank_face) { 1128 if (!top)
1892 top = tmp->face; 1129 {
1893 top_obj = tmp; 1130 top = tmp;
1894 if (top == middle) middle=blank_face; 1131 if (top == middle)
1895 } else { 1132 middle = 0;
1133 }
1134 else
1135 {
1896 /* top is already set - we should only get here if 1136 /* top is already set - we should only get here if
1897 * middle is not set 1137 * middle is not set
1898 * 1138 *
1899 * Set the middle face and break out, since there is nothing 1139 * Set the middle face and break out, since there is nothing
1900 * more to fill in. We don't check visiblity here, since 1140 * more to fill in. We don't check visiblity here, since
1901 * 1141 *
1902 */ 1142 */
1903 if (tmp->face != top ) { 1143 if (tmp != top)
1904 middle = tmp->face; 1144 {
1905 middle_obj = tmp; 1145 middle = tmp;
1906 break; 1146 break;
1907 } 1147 }
1148 }
1149 }
1908 } 1150 }
1909 } 1151
1152 if (middle == floor)
1153 middle = 0;
1154
1155 if (top == middle)
1156 middle = 0;
1157
1158#if 0
1159 faces_obj [0] = top;
1160 faces_obj [1] = middle;
1161 faces_obj [2] = floor;
1162#endif
1163}
1164
1165uint64
1166mapspace::volume () const
1167{
1168 uint64 vol = 0;
1169
1170 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1171 vol += op->volume ();
1172
1173 return vol;
1174}
1175
1176maptile *
1177maptile::tile_available (int dir, bool load)
1178{
1179 if (tile_path[dir])
1910 } 1180 {
1911 if (middle == floor) middle = blank_face; 1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1912 if (top == middle) middle = blank_face; 1182 return tile_map[dir];
1913 SET_MAP_FACE(m,x,y,top,0);
1914 if(top != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1918 SET_MAP_FACE(m,x,y,middle,1);
1919 if(middle != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1923 SET_MAP_FACE(m,x,y,floor,2);
1924 if(floor != blank_face)
1925 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1928 SET_MAP_LIGHT(m,x,y,light);
1929}
1930 1183
1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir];
1186 }
1931 1187
1932void set_map_reset_time(mapstruct *map) { 1188 return 0;
1933 int timeout;
1934
1935 timeout = MAP_RESET_TIMEOUT(map);
1936 if (timeout <= 0)
1937 timeout = MAP_DEFAULTRESET;
1938 if (timeout >= MAP_MAXRESET)
1939 timeout = MAP_MAXRESET;
1940 MAP_WHEN_RESET(map) = seconds()+timeout;
1941}
1942
1943/* this updates the orig_map->tile_map[tile_num] value after loading
1944 * the map. It also takes care of linking back the freshly loaded
1945 * maps tile_map values if it tiles back to this one. It returns
1946 * the value of orig_map->tile_map[tile_num]. It really only does this
1947 * so that it is easier for calling functions to verify success.
1948 */
1949
1950static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1951{
1952 int dest_tile = (tile_num +2) % 4;
1953 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1954
1955 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1956
1957 /* need to do a strcmp here as the orig_map->path is not a shared string */
1958 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1959 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1960 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1961
1962 return orig_map->tile_map[tile_num];
1963} 1189}
1964 1190
1965/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1966 * map m. This function also takes into account any 1192 * map m. This function also takes into account any
1967 * tiling considerations, loading adjacant maps as needed. 1193 * tiling considerations, loading adjacant maps as needed.
1968 * This is the function should always be used when it 1194 * This is the function should always be used when it
1969 * necessary to check for valid coordinates. 1195 * necessary to check for valid coordinates.
1970 * This function will recursively call itself for the 1196 * This function will recursively call itself for the
1971 * tiled maps. 1197 * tiled maps.
1972 * 1198 */
1973 * 1199int
1974 */
1975int out_of_map(mapstruct *m, int x, int y) 1200out_of_map (maptile *m, int x, int y)
1976{ 1201{
1977
1978 /* If we get passed a null map, this is obviously the 1202 /* If we get passed a null map, this is obviously the
1979 * case. This generally shouldn't happen, but if the 1203 * case. This generally shouldn't happen, but if the
1980 * map loads fail below, it could happen. 1204 * map loads fail below, it could happen.
1981 */ 1205 */
1982 if (!m) return 0; 1206 if (!m)
1983
1984 if (x<0) {
1985 if (!m->tile_path[3]) return 1;
1986 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 3);
1988 }
1989 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1990 }
1991 if (x>=MAP_WIDTH(m)) {
1992 if (!m->tile_path[1]) return 1;
1993 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 1);
1995 }
1996 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1997 }
1998 if (y<0) {
1999 if (!m->tile_path[0]) return 1;
2000 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 0);
2002 }
2003 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2004 }
2005 if (y>=MAP_HEIGHT(m)) {
2006 if (!m->tile_path[2]) return 1;
2007 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2008 load_and_link_tiled_map(m, 2);
2009 }
2010 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2011 }
2012
2013 /* Simple case - coordinates are within this local
2014 * map.
2015 */
2016 return 0; 1207 return 0;
1208
1209 if (x < 0)
1210 {
1211 if (!m->tile_available (3))
1212 return 1;
1213
1214 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1215 }
1216
1217 if (x >= m->width)
1218 {
1219 if (!m->tile_available (1))
1220 return 1;
1221
1222 return out_of_map (m->tile_map[1], x - m->width, y);
1223 }
1224
1225 if (y < 0)
1226 {
1227 if (!m->tile_available (0))
1228 return 1;
1229
1230 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1231 }
1232
1233 if (y >= m->height)
1234 {
1235 if (!m->tile_available (2))
1236 return 1;
1237
1238 return out_of_map (m->tile_map[2], x, y - m->height);
1239 }
1240
1241 /* Simple case - coordinates are within this local
1242 * map.
1243 */
1244 return 0;
2017} 1245}
2018 1246
2019/* This is basically the same as out_of_map above, but 1247/* This is basically the same as out_of_map above, but
2020 * instead we return NULL if no map is valid (coordinates 1248 * instead we return NULL if no map is valid (coordinates
2021 * out of bounds and no tiled map), otherwise it returns 1249 * out of bounds and no tiled map), otherwise it returns
2022 * the map as that the coordinates are really on, and 1250 * the map as that the coordinates are really on, and
2023 * updates x and y to be the localized coordinates. 1251 * updates x and y to be the localised coordinates.
2024 * Using this is more efficient of calling out_of_map 1252 * Using this is more efficient of calling out_of_map
2025 * and then figuring out what the real map is 1253 * and then figuring out what the real map is
2026 */ 1254 */
2027mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1255maptile *
1256maptile::xy_find (sint16 &x, sint16 &y)
2028{ 1257{
2029 1258 if (x < 0)
2030 if (*x<0) {
2031 if (!m->tile_path[3]) return NULL;
2032 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 3);
2034
2035 *x += MAP_WIDTH(m->tile_map[3]);
2036 return (get_map_from_coord(m->tile_map[3], x, y));
2037 } 1259 {
2038 if (*x>=MAP_WIDTH(m)) { 1260 if (!tile_available (3))
2039 if (!m->tile_path[1]) return NULL; 1261 return 0;
2040 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 1);
2042 1262
2043 *x -= MAP_WIDTH(m); 1263 x += tile_map[3]->width;
2044 return (get_map_from_coord(m->tile_map[1], x, y)); 1264 return tile_map[3]->xy_find (x, y);
1265 }
1266
1267 if (x >= width)
2045 } 1268 {
2046 if (*y<0) { 1269 if (!tile_available (1))
2047 if (!m->tile_path[0]) return NULL; 1270 return 0;
2048 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2049 load_and_link_tiled_map(m, 0);
2050 1271
2051 *y += MAP_HEIGHT(m->tile_map[0]); 1272 x -= width;
2052 return (get_map_from_coord(m->tile_map[0], x, y)); 1273 return tile_map[1]->xy_find (x, y);
1274 }
1275
1276 if (y < 0)
2053 } 1277 {
2054 if (*y>=MAP_HEIGHT(m)) { 1278 if (!tile_available (0))
2055 if (!m->tile_path[2]) return NULL; 1279 return 0;
2056 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map(m, 2);
2058 1280
2059 *y -= MAP_HEIGHT(m); 1281 y += tile_map[0]->height;
2060 return (get_map_from_coord(m->tile_map[2], x, y)); 1282 return tile_map[0]->xy_find (x, y);
1283 }
1284
1285 if (y >= height)
2061 } 1286 {
1287 if (!tile_available (2))
1288 return 0;
2062 1289
1290 y -= height;
1291 return tile_map[2]->xy_find (x, y);
1292 }
1293
2063 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
2064 * map. 1295 * map.
2065 */ 1296 */
2066 1297 return this;
2067 return m;
2068} 1298}
2069 1299
2070/** 1300/**
2071 * Return whether map2 is adjacent to map1. If so, store the distance from 1301 * Return whether map2 is adjacent to map1. If so, store the distance from
2072 * map1 to map2 in dx/dy. 1302 * map1 to map2 in dx/dy.
2073 */ 1303 */
1304int
2074static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1305adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1306{
2075 if (!map1 || !map2) 1307 if (!map1 || !map2)
2076 return 0; 1308 return 0;
2077 1309
1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1311 //fix: compare paths instead (this is likely faster, too!)
2078 if (map1 == map2) { 1312 if (map1 == map2)
1313 {
2079 *dx = 0; 1314 *dx = 0;
2080 *dy = 0; 1315 *dy = 0;
2081 1316 }
2082 } else if (map1->tile_map[0] == map2) { /* up */ 1317 else if (map1->tile_map[0] == map2)
1318 { /* up */
2083 *dx = 0; 1319 *dx = 0;
2084 *dy = -MAP_HEIGHT(map2); 1320 *dy = -map2->height;
1321 }
2085 } else if (map1->tile_map[1] == map2) { /* right */ 1322 else if (map1->tile_map[1] == map2)
2086 *dx = MAP_WIDTH(map1); 1323 { /* right */
1324 *dx = map1->width;
2087 *dy = 0; 1325 *dy = 0;
1326 }
2088 } else if (map1->tile_map[2] == map2) { /* down */ 1327 else if (map1->tile_map[2] == map2)
1328 { /* down */
2089 *dx = 0; 1329 *dx = 0;
2090 *dy = MAP_HEIGHT(map1); 1330 *dy = map1->height;
1331 }
2091 } else if (map1->tile_map[3] == map2) { /* left */ 1332 else if (map1->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1333 { /* left */
1334 *dx = -map2->width;
2093 *dy = 0; 1335 *dy = 0;
2094 1336 }
2095 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1337 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1338 { /* up right */
2096 *dx = MAP_WIDTH(map1->tile_map[0]); 1339 *dx = map1->tile_map[0]->width;
2097 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1340 *dy = -map1->tile_map[0]->height;
1341 }
2098 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1342 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2099 *dx = -MAP_WIDTH(map2); 1343 { /* up left */
2100 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1344 *dx = -map2->width;
1345 *dy = -map1->tile_map[0]->height;
1346 }
2101 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1347 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2102 *dx = MAP_WIDTH(map1); 1348 { /* right up */
2103 *dy = -MAP_HEIGHT(map2); 1349 *dx = map1->width;
1350 *dy = -map2->height;
1351 }
2104 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1352 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2105 *dx = MAP_WIDTH(map1); 1353 { /* right down */
2106 *dy = MAP_HEIGHT(map1->tile_map[1]); 1354 *dx = map1->width;
1355 *dy = map1->tile_map[1]->height;
1356 }
2107 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1357 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1358 { /* down right */
2108 *dx = MAP_WIDTH(map1->tile_map[2]); 1359 *dx = map1->tile_map[2]->width;
2109 *dy = MAP_HEIGHT(map1); 1360 *dy = map1->height;
1361 }
2110 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1362 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2111 *dx = -MAP_WIDTH(map2); 1363 { /* down left */
2112 *dy = MAP_HEIGHT(map1); 1364 *dx = -map2->width;
1365 *dy = map1->height;
1366 }
2113 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1367 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1368 { /* left up */
2114 *dx = -MAP_WIDTH(map1->tile_map[3]); 1369 *dx = -map1->tile_map[3]->width;
2115 *dy = -MAP_HEIGHT(map2); 1370 *dy = -map2->height;
1371 }
2116 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1372 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1373 { /* left down */
2117 *dx = -MAP_WIDTH(map1->tile_map[3]); 1374 *dx = -map1->tile_map[3]->width;
2118 *dy = MAP_HEIGHT(map1->tile_map[3]); 1375 *dy = map1->tile_map[3]->height;
2119
2120 } else { /* not "adjacent" enough */
2121 return 0;
2122 } 1376 }
2123 1377 else
2124 return 1; 1378 return 0;
1379
1380 return 1;
1381}
1382
1383maptile *
1384maptile::xy_load (sint16 &x, sint16 &y)
1385{
1386 maptile *map = xy_find (x, y);
1387
1388 if (map)
1389 map->load_sync ();
1390
1391 return map;
1392}
1393
1394maptile *
1395get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1396{
1397 return m->xy_load (*x, *y);
2125} 1398}
2126 1399
2127/* From map.c 1400/* From map.c
2128 * This is used by get_player to determine where the other 1401 * This is used by get_player to determine where the other
2129 * creature is. get_rangevector takes into account map tiling, 1402 * creature is. get_rangevector takes into account map tiling,
2130 * so you just can not look the the map coordinates and get the 1403 * so you just can not look the the map coordinates and get the
2131 * righte value. distance_x/y are distance away, which 1404 * righte value. distance_x/y are distance away, which
2132 * can be negativbe. direction is the crossfire direction scheme 1405 * can be negative. direction is the crossfire direction scheme
2133 * that the creature should head. part is the part of the 1406 * that the creature should head. part is the part of the
2134 * monster that is closest. 1407 * monster that is closest.
2135 * 1408 *
2136 * get_rangevector looks at op1 and op2, and fills in the 1409 * get_rangevector looks at op1 and op2, and fills in the
2137 * structure for op1 to get to op2. 1410 * structure for op1 to get to op2.
2142 * be unexpected 1415 * be unexpected
2143 * 1416 *
2144 * currently, the only flag supported (0x1) is don't translate for 1417 * currently, the only flag supported (0x1) is don't translate for
2145 * closest body part of 'op1' 1418 * closest body part of 'op1'
2146 */ 1419 */
2147 1420void
2148void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1421get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1422{
2149 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1423 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1424 {
2150 /* be conservative and fill in _some_ data */ 1425 /* be conservative and fill in _some_ data */
2151 retval->distance = 100000; 1426 retval->distance = 10000;
2152 retval->distance_x = 32767; 1427 retval->distance_x = 10000;
2153 retval->distance_y = 32767; 1428 retval->distance_y = 10000;
2154 retval->direction = 0; 1429 retval->direction = 0;
2155 retval->part = 0; 1430 retval->part = 0;
2156 } else { 1431 }
1432 else
1433 {
2157 object *best; 1434 object *best;
2158 1435
2159 retval->distance_x += op2->x-op1->x; 1436 retval->distance_x += op2->x - op1->x;
2160 retval->distance_y += op2->y-op1->y; 1437 retval->distance_y += op2->y - op1->y;
2161 1438
2162 best = op1; 1439 best = op1;
2163 /* If this is multipart, find the closest part now */ 1440 /* If this is multipart, find the closest part now */
2164 if (!(flags&0x1) && op1->more) { 1441 if (!(flags & 0x1) && op1->more)
2165 object *tmp; 1442 {
2166 int best_distance = retval->distance_x*retval->distance_x+ 1443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2167 retval->distance_y*retval->distance_y, tmpi;
2168 1444
2169 /* we just take the offset of the piece to head to figure 1445 /* we just take the offset of the piece to head to figure
2170 * distance instead of doing all that work above again 1446 * distance instead of doing all that work above again
2171 * since the distance fields we set above are positive in the 1447 * since the distance fields we set above are positive in the
2172 * same axis as is used for multipart objects, the simply arithmetic 1448 * same axis as is used for multipart objects, the simply arithmetic
2173 * below works. 1449 * below works.
2174 */ 1450 */
2175 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1451 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1452 {
2176 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2177 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2178 if (tmpi < best_distance) { 1455 if (tmpi < best_distance)
1456 {
2179 best_distance = tmpi; 1457 best_distance = tmpi;
2180 best = tmp; 1458 best = tmp;
2181 } 1459 }
2182 } 1460 }
1461
2183 if (best != op1) { 1462 if (best != op1)
1463 {
2184 retval->distance_x += op1->x-best->x; 1464 retval->distance_x += op1->x - best->x;
2185 retval->distance_y += op1->y-best->y; 1465 retval->distance_y += op1->y - best->y;
2186 } 1466 }
2187 } 1467 }
1468
2188 retval->part = best; 1469 retval->part = best;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1470 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1471 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2191 } 1472 }
2192} 1473}
2193 1474
2194/* this is basically the same as get_rangevector above, but instead of 1475/* this is basically the same as get_rangevector above, but instead of
2195 * the first parameter being an object, it instead is the map 1476 * the first parameter being an object, it instead is the map
2199 * flags has no meaning for this function at this time - I kept it in to 1480 * flags has no meaning for this function at this time - I kept it in to
2200 * be more consistant with the above function and also in case they are needed 1481 * be more consistant with the above function and also in case they are needed
2201 * for something in the future. Also, since no object is pasted, the best 1482 * for something in the future. Also, since no object is pasted, the best
2202 * field of the rv_vector is set to NULL. 1483 * field of the rv_vector is set to NULL.
2203 */ 1484 */
2204 1485void
2205void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1486get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1487{
2206 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1488 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1489 {
2207 /* be conservative and fill in _some_ data */ 1490 /* be conservative and fill in _some_ data */
2208 retval->distance = 100000; 1491 retval->distance = 100000;
2209 retval->distance_x = 32767; 1492 retval->distance_x = 32767;
2210 retval->distance_y = 32767; 1493 retval->distance_y = 32767;
2211 retval->direction = 0; 1494 retval->direction = 0;
2212 retval->part = 0; 1495 retval->part = 0;
2213 } else { 1496 }
1497 else
1498 {
2214 retval->distance_x += op2->x-x; 1499 retval->distance_x += op2->x - x;
2215 retval->distance_y += op2->y-y; 1500 retval->distance_y += op2->y - y;
2216 1501
2217 retval->part = NULL; 1502 retval->part = 0;
2218 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2219 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2220 } 1505 }
2221} 1506}
2222 1507
2223/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
2224 * (as related to map tiling). Note that this looks for a path from 1509 * (as related to map tiling). Note that this looks for a path from
2225 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1510 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2226 * to op1, this will still return false. 1511 * to op1, this will still return false.
2227 * Note we only look one map out to keep the processing simple 1512 * Note we only look one map out to keep the processing simple
2228 * and efficient. This could probably be a macro. 1513 * and efficient. This could probably be a macro.
2229 * MSW 2001-08-05 1514 * MSW 2001-08-05
2230 */ 1515 */
1516int
2231int on_same_map(const object *op1, const object *op2) { 1517on_same_map (const object *op1, const object *op2)
1518{
2232 int dx, dy; 1519 int dx, dy;
2233 1520
2234 return adjacent_map(op1->map, op2->map, &dx, &dy); 1521 return adjacent_map (op1->map, op2->map, &dx, &dy);
2235} 1522}
1523
1524object *
1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1526{
1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1528}
1529
1530region *
1531maptile::region (int x, int y) const
1532{
1533 if (regions
1534 && regionmap
1535 && !OUT_OF_REAL_MAP (this, x, y))
1536 if (struct region *reg = regionmap [regions [y * width + x]])
1537 return reg;
1538
1539 if (default_region)
1540 return default_region;
1541
1542 return ::region::default_region ();
1543}
1544
1545/* picks a random object from a style map.
1546 */
1547object *
1548maptile::pick_random_object (rand_gen &gen) const
1549{
1550 /* while returning a null object will result in a crash, that
1551 * is actually preferable to an infinite loop. That is because
1552 * most servers will automatically restart in case of crash.
1553 * Change the logic on getting the random space - shouldn't make
1554 * any difference, but this seems clearer to me.
1555 */
1556 for (int i = 1000; --i;)
1557 {
1558 object *pick = at (gen (width), gen (height)).bot;
1559
1560 // do not prefer big monsters just because they are big.
1561 if (pick && pick->is_head ())
1562 return pick->head_ ();
1563 }
1564
1565 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug");
1567}
1568
1569void
1570maptile::play_sound (faceidx sound, int x, int y) const
1571{
1572 if (!sound)
1573 return;
1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1591 for_all_players (pl)
1592 if (client *ns = pl->ns)
1593 {
1594 int dx = x - pl->ob->x;
1595 int dy = y - pl->ob->y;
1596
1597 int distance = idistance (dx, dy);
1598
1599 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 }
1602}
1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines