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 1.44 by root, Mon Dec 18 04:07:30 2006 UTC vs.
Revision 1.172 by root, Sun Nov 8 20:55:39 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37 32
38maptile * 33sint8 maptile::outdoor_darkness;
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m != NULL; m = m->next)
228 {
229 dump_map (m);
230 }
231}
232 34
233/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
236 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
239 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
240 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
242 */ 44 */
243int 45int
244get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
245{ 47{
246 sint16 newx, newy; 48 sint16 newx = x;
247 int retval = 0; 49 sint16 newy = y;
248 maptile *mp;
249 50
250 if (out_of_map (oldmap, x, y)) 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
251 return P_OUT_OF_MAP; 54 return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap)
258 *newmap = mp;
259 if (nx)
260 *nx = newx;
261 if (ny)
262 *ny = newy;
263 55
264 retval |= mp->spaces[newx + mp->width * newy].flags; 56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
265 59
266 return retval; 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
267} 61}
268 62
269/* 63/*
270 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
279 * by the caller. 73 * by the caller.
280 */ 74 */
281int 75int
282blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
283{ 77{
284 object *tmp;
285 int mflags, blocked;
286
287 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
288 * have already checked this. 79 * have already checked this.
289 */ 80 */
290 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
291 { 82 {
292 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
293 return 1; 84 return 1;
294 } 85 }
295 86
296 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300 88
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
302 91
303 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
305 * things we need to do for players. 94 * things we need to do for players.
306 */ 95 */
307 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
308 return 0; 97 return 0;
309 98
310 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
311 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
312 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
313 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
314 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
315 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
316 */ 105 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0; 107 return 0;
319 108
320 if (ob->head != NULL)
321 ob = ob->head; 109 ob = ob->head_ ();
322 110
323 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
324 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
325 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
327 */ 115 */
328 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
329 { 117 {
330 118 if (OB_MOVE_BLOCK (ob, tmp))
331 /* This must be before the checks below. Code for inventory checkers. */
332 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
333 { 119 {
334 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
335 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
336 * pass through this space. 122 return 1;
337 */ 123 else
338 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
339 { 127 {
340 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
341 return 1; 132 return 1;
342 else 133 }
343 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
344 } 143 }
345 else 144 else
346 { 145 return 1; // unconditional block
347 /* In this case, the player must not have the object - 146
348 * if they do, they can't pass through.
349 */
350 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
351 return 1;
352 else
353 continue;
354 }
355 } /* if check_inv */
356 else 147 } else {
357 { 148 // space does not block the ob, directly, but
358 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
359 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
360 * movement, can't move here. 151
361 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
362 * hidden dm 153 && tmp->head_ () != ob
363 */ 154 && tmp != ob
364 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
365 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
366 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
367 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
368 return 1; 157 return 1;
369 } 158 }
370
371 } 159 }
160
372 return 0; 161 return 0;
373} 162}
374 163
375
376/* 164/*
377 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
378 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
380 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
381 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
382 * 170 *
383 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
384 * 172 *
385 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
386 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
397 * 185 *
398 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
399 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
400 * against the move_block values. 188 * against the move_block values.
401 */ 189 */
402 190bool
403int 191object::blocked (maptile *m, int x, int y) const
404ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
405{ 192{
406 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
407 int flag;
408 maptile *m1;
409 sint16 sx, sy;
410
411 if (ob == NULL)
412 {
413 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
414 if (flag & P_OUT_OF_MAP)
415 return P_OUT_OF_MAP;
416
417 /* don't have object, so don't know what types would block */
418 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
419 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
420 196
421 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 197 if (!pos.normalise ())
422 { 198 return 1;
423 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
424 199
425 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
426 return P_OUT_OF_MAP; 201
427 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
428 return P_IS_ALIVE; 203 return 1;
429 204
430 /* find_first_free_spot() calls this function. However, often 205 /* However, often ob doesn't have any move type
431 * ob doesn't have any move type (when used to place exits) 206 * (signifying non-moving objects)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */ 208 */
434 209 if (!move_type && ms.move_block != MOVE_ALL)
435 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
436 continue; 210 continue;
437 211
438 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
439 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
440 */ 214 */
441 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 215 if (ms.blocks (move_type))
442 return AB_NO_PASS; 216 return 1;
443
444 } 217 }
218
445 return 0; 219 return 0;
446} 220}
447 221
448/* When the map is loaded, load_object does not actually insert objects 222/* When the map is loaded, load_object does not actually insert objects
449 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
450 * and insert them properly. 224 * and insert them properly.
451 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
453 */ 227 */
454 228static void
455void
456fix_container (object *container) 229fix_container (object *container)
457{ 230{
458 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
459 232
460 container->inv = NULL; 233 container->inv = 0;
461 while (tmp != NULL) 234 while (tmp)
462 { 235 {
463 next = tmp->below; 236 next = tmp->below;
464 if (tmp->inv) 237 if (tmp->inv)
465 fix_container (tmp); 238 fix_container (tmp);
239
466 (void) insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
467 tmp = next; 241 tmp = next;
468 } 242 }
243
469 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
470 * carrying. 245 //TODO: remove
471 */ 246 container->update_weight ();
472 sum_weight (container);
473} 247}
248
249//-GPL
250
251void
252maptile::set_object_flag (int flag, int value)
253{
254 if (!spaces)
255 return;
256
257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
259 tmp->flag [flag] = value;
260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
474 276
475/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save 280 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 281 */
481 282void
482static void 283maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 284{
485 int x, y; 285 if (!spaces)
486 object *tmp, *op, *last, *above; 286 return;
487 archetype *at;
488 287
489 for (x = 0; x < MAP_WIDTH (m); x++) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < MAP_HEIGHT (m); y++) 289 {
491 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 290 object *op = ms->bot;
291 while (op)
492 { 292 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 294 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 295 {
504 op = arch_to_object (at); 296 op->remove ();
297 op->expand_tail ();
505 298
506 /* update x,y coordinates */ 299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 303
511 last->more = op; 304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 305 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 306 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 else
520 } /* for at = tmp->arch->more */ 308 op = op->above;
521 } /* for objects on this space */ 309 }
310 }
522} 311}
312
313//-GPL
523 314
524/* 315/*
525 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer. 317 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 318 */
529void 319bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 320maptile::_load_objects (object_thawer &f)
531{ 321{
532 int i, j; 322 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 323 {
541 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 325
543 * or editor will not be able to do anything with it either. 326 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 327 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
548 continue; 360 continue;
549 }
550 361
551
552 switch (i)
553 {
554 case LL_NORMAL:
555 /* if we are loading an overlay, put the floors on the bottom */
556 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
558 else
559 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
560
561 if (op->inv)
562 sum_weight (op);
563
564 prev = op, last_more = op;
565 break;
566
567 case LL_MORE: 362 case KW_EOF:
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
569 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
570 break; 368 break;
571 } 369 }
572 370
573 if (mapflags & MAP_STYLE) 371 f.next ();
574 remove_from_active_list (op);
575
576 op = object::create ();
577 op->map = m;
578 }
579
580 for (i = 0; i < m->width; i++)
581 { 372 }
582 for (j = 0; j < m->height; j++) 373
374 return true;
375}
376
377void
378maptile::activate ()
379{
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384}
385
386void
387maptile::deactivate ()
388{
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393}
394
395bool
396maptile::_save_objects (object_freezer &f, int flags)
397{
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
583 { 411 {
584 unique = 0; 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
585 /* check for unique items, or unique squares */ 413
586 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
587 { 418 {
588 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 419 if (flags & IO_UNIQUES)
589 unique = 1; 420 op->write (f);
590
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 } 421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
594 } 424 }
595 } 425 }
596 426
597 op->destroy (); 427 coroapi::cede_to_tick ();
598 link_multipart_objects (m);
599}
600 428
601/* This saves all the objects on the map in a non destructive fashion. 429 return true;
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 430}
603 * and we only save the head of multi part objects - this is needed
604 * in order to do map tiling properly.
605 */
606void
607save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608{
609 int i, j = 0, unique = 0;
610 object *op;
611 431
612 /* first pass - save one-part objects */ 432bool
613 for (i = 0; i < MAP_WIDTH (m); i++) 433maptile::_save_objects (const char *path, int flags)
614 for (j = 0; j < MAP_HEIGHT (m); j++) 434{
615 { 435 object_freezer freezer;
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621 436
622 if (op->type == PLAYER) 437 if (!_save_objects (freezer, flags))
623 { 438 return false;
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627 439
628 if (op->head || op->owner) 440 return freezer.save (path);
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638} 441}
639 442
640maptile::maptile () 443maptile::maptile ()
641{ 444{
642 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
446
643 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
645 */ 449 */
646 MAP_WIDTH (this) = 16; 450 width = 16;
647 MAP_HEIGHT (this) = 16; 451 height = 16;
648 MAP_RESET_TIMEOUT (this) = 0; 452 timeout = 300;
649 MAP_TIMEOUT (this) = 300; 453 max_nrof = 1000; // 1000 items of anything
650 MAP_ENTER_X (this) = 0; 454 max_items = MAX_ITEM_PER_ACTION;
651 MAP_ENTER_Y (this) = 0; 455 max_volume = 2000000; // 2m³
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655} 456}
656 457
657/* 458maptile::maptile (int w, int h)
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662maptile *
663get_linked_map (void)
664{ 459{
665 maptile *mp, *map = new maptile; 460 in_memory = MAP_SWAPPED;
666 461
667 for (mp = first_map; mp && mp->next; mp = mp->next); 462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
668 468
669 if (mp == NULL) 469 alloc ();
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675} 470}
676 471
677/* 472/*
678 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
680 * map. 475 * map.
681 */ 476 */
682void 477void
683maptile::allocate () 478maptile::alloc ()
684{ 479{
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces) 480 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702}
703
704/* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707maptile *
708get_empty_map (int sizex, int sizey)
709{
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
718} 484}
485
486//+GPL
719 487
720/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date. 490 * at a later date.
723 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
724 */ 492 */
725
726static shopitems * 493static shopitems *
727parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
728{ 495{
729 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL; 497 shopitems *items = NULL;
739 p = strchr (p, ';'); 506 p = strchr (p, ';');
740 number_of_entries++; 507 number_of_entries++;
741 if (p) 508 if (p)
742 p++; 509 p++;
743 } 510 }
511
744 p = shop_string; 512 p = shop_string;
745 strip_endline (p); 513 strip_endline (p);
746 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
748 { 516 {
749 if (!p) 517 if (!p)
750 { 518 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break; 520 break;
753 } 521 }
522
754 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
785 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
786 */ 555 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 } 557 }
789 } 558 }
559
790 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
791 if (next_semicolon) 561 if (next_semicolon)
792 p = ++next_semicolon; 562 p = ++next_semicolon;
793 else 563 else
794 p = NULL; 564 p = NULL;
795 } 565 }
566
796 free (shop_string); 567 free (shop_string);
797 return items; 568 return items;
798} 569}
799 570
800/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
801 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
802static void 573static const char *
803print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
804{ 575{
805 int i; 576 static dynbuf_text buf; buf.clear ();
806 char tmp[MAX_BUF];
807 577
808 strcpy (output_string, "");
809 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
810 { 579 {
811 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
812 { 581 {
813 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
814 {
815 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
816 }
817 else 584 else
818 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
819 } 586 }
820 else 587 else
821 { 588 {
822 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
825 }
826 else 591 else
827 sprintf (tmp, "*"); 592 buf.printf ("*");
828 } 593 }
829 strcat (output_string, tmp);
830 } 594 }
595
596 return buf;
831} 597}
598
599//-GPL
832 600
833/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
834 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
835 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
836 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
838 * put all the stuff in the map object so that names actually make 606 * put all the stuff in the map object so that names actually make
839 * sense. 607 * sense.
840 * This could be done in lex (like the object loader), but I think 608 * This could be done in lex (like the object loader), but I think
841 * currently, there are few enough fields this is not a big deal. 609 * currently, there are few enough fields this is not a big deal.
842 * MSW 2001-07-01 610 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */ 611 */
845 612bool
846static int 613maptile::_load_header (object_thawer &thawer)
847load_map_header (object_thawer & fp, maptile *m)
848{ 614{
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 615 for (;;)
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 { 616 {
855 buf[HUGE_BUF - 1] = 0; 617 switch (thawer.kw)
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 { 618 {
868 if ((end = strchr (key, '\n'))) 619 case KW_msg:
869 *end = 0; 620 thawer.get_ml (KW_endmsg, msg);
621 break;
622
623 case KW_lore: // CF+ extension
624 thawer.get_ml (KW_endlore, maplore);
625 break;
626
627 case KW_maplore:
628 thawer.get_ml (KW_endmaplore, maplore);
629 break;
630
631 case KW_arch:
632 if (strcmp (thawer.get_str (), "map"))
633 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
634 break;
635
636 case KW_oid:
637 thawer.get (this, thawer.get_sint32 ());
638 break;
639
640 case KW_file_format_version: break; // nop
641
642 case KW_name: thawer.get (name); break;
643 case KW_attach: thawer.get (attach); break;
644 case KW_reset_time: thawer.get (reset_time); break;
645 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break;
650 case KW_temp: thawer.get (temp); break;
651 case KW_pressure: thawer.get (pressure); break;
652 case KW_humid: thawer.get (humid); break;
653 case KW_windspeed: thawer.get (windspeed); break;
654 case KW_winddir: thawer.get (winddir); break;
655 case KW_sky: thawer.get (sky); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map", 0))
691 return false;
692 break;
870 } 693 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876 694
877 while (isspace (*value)) 695 thawer.next ();
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 fp.get (m, atoi (value));
973 else if (!strcmp (key, "attach"))
974 m->attach = value;
975 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
976 m->enter_x = atoi (value);
977 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
978 m->enter_y = atoi (value);
979 else if (!strcmp (key, "x") || !strcmp (key, "width"))
980 m->width = atoi (value);
981 else if (!strcmp (key, "y") || !strcmp (key, "height"))
982 m->height = atoi (value);
983 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
984 m->reset_timeout = atoi (value);
985 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
986 m->timeout = atoi (value);
987 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
988 m->difficulty = clamp (atoi (value), 1, settings.max_level);
989 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
990 m->darkness = atoi (value);
991 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
992 m->fixed_resettime = atoi (value);
993 else if (!strcmp (key, "unique"))
994 m->unique = atoi (value);
995 else if (!strcmp (key, "template"))
996 m->templatemap = atoi (value);
997 else if (!strcmp (key, "region"))
998 m->region = get_region_by_name (value);
999 else if (!strcmp (key, "shopitems"))
1000 {
1001 *end = 0;
1002 m->shopitems = parse_shop_string (value);
1003 }
1004 else if (!strcmp (key, "shopgreed"))
1005 m->shopgreed = atof (value);
1006 else if (!strcmp (key, "shopmin"))
1007 m->shopmin = atol (value);
1008 else if (!strcmp (key, "shopmax"))
1009 m->shopmax = atol (value);
1010 else if (!strcmp (key, "shoprace"))
1011 {
1012 *end = 0;
1013 m->shoprace = strdup (value);
1014 }
1015 else if (!strcmp (key, "outdoor"))
1016 m->outdoor = atoi (value);
1017 else if (!strcmp (key, "temp"))
1018 m->temp = atoi (value);
1019 else if (!strcmp (key, "pressure"))
1020 m->pressure = atoi (value);
1021 else if (!strcmp (key, "humid"))
1022 m->humid = atoi (value);
1023 else if (!strcmp (key, "windspeed"))
1024 m->windspeed = atoi (value);
1025 else if (!strcmp (key, "winddir"))
1026 m->winddir = atoi (value);
1027 else if (!strcmp (key, "sky"))
1028 m->sky = atoi (value);
1029 else if (!strcmp (key, "nosmooth"))
1030 m->nosmooth = atoi (value);
1031 else if (!strncmp (key, "tile_path_", 10))
1032 {
1033 int tile = atoi (key + 10);
1034
1035 if (tile < 1 || tile > 4)
1036 {
1037 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1038 }
1039 else
1040 {
1041 char *path;
1042
1043 *end = 0;
1044
1045 if (m->tile_path[tile - 1])
1046 {
1047 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1048 free (m->tile_path[tile - 1]);
1049 m->tile_path[tile - 1] = NULL;
1050 }
1051
1052 if (check_path (value, 1) != -1)
1053 {
1054 /* The unadorned path works. */
1055 path = value;
1056 }
1057 else
1058 {
1059 /* Try again; it could be a relative exit. */
1060
1061 path = path_combine_and_normalize (m->path, value);
1062
1063 if (check_path (path, 1) == -1)
1064 {
1065 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1066 path = NULL;
1067 }
1068 }
1069
1070 if (editor)
1071 {
1072 /* Use the value as in the file. */
1073 m->tile_path[tile - 1] = strdup (value);
1074 }
1075 else if (path != NULL)
1076 {
1077 /* Use the normalized value. */
1078 m->tile_path[tile - 1] = strdup (path);
1079 }
1080 } /* end if tile direction (in)valid */
1081 }
1082 else
1083 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1084 }
1085
1086 if (!key || strcmp (key, "end"))
1087 { 696 }
1088 LOG (llevError, "Got premature eof on map header!\n");
1089 return 1;
1090 }
1091 697
1092 return 0; 698 abort ();
1093} 699}
1094 700
1095/* 701//+GPL
1096 * Opens the file "filename" and reads information about the map
1097 * from the given file, and stores it in a newly allocated
1098 * maptile. A pointer to this structure is returned, or NULL on failure.
1099 * flags correspond to those in map.h. Main ones used are
1100 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1101 * MAP_BLOCK, in which case we block on this load. This happens in all
1102 * cases, no matter if this flag is set or not.
1103 * MAP_STYLE: style map - don't add active objects, don't add to server
1104 * managed map list.
1105 */
1106
1107maptile *
1108load_original_map (const char *filename, int flags)
1109{
1110 maptile *m;
1111 char pathname[MAX_BUF];
1112
1113 if (flags & MAP_PLAYER_UNIQUE)
1114 strcpy (pathname, filename);
1115 else if (flags & MAP_OVERLAY)
1116 strcpy (pathname, create_overlay_pathname (filename));
1117 else
1118 strcpy (pathname, create_pathname (filename));
1119
1120 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1121
1122 object_thawer thawer (pathname);
1123
1124 if (!thawer)
1125 return 0;
1126
1127 m = get_linked_map ();
1128
1129 strcpy (m->path, filename);
1130 if (load_map_header (thawer, m))
1131 {
1132 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1133 delete_map (m);
1134 return NULL;
1135 }
1136
1137 m->allocate ();
1138
1139 m->in_memory = MAP_LOADING;
1140 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1141
1142 m->in_memory = MAP_IN_MEMORY;
1143 if (!MAP_DIFFICULTY (m))
1144 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1145 set_map_reset_time (m);
1146 m->instantiate ();
1147 return (m);
1148}
1149
1150/*
1151 * Loads a map, which has been loaded earlier, from file.
1152 * Return the map object we load into (this can change from the passed
1153 * option if we can't find the original map)
1154 */
1155
1156static maptile *
1157load_temporary_map (maptile *m)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (!m->tmpname)
1162 {
1163 LOG (llevError, "No temporary filename for map %s\n", m->path);
1164 strcpy (buf, m->path);
1165 delete_map (m);
1166 m = load_original_map (buf, 0);
1167 if (m == NULL)
1168 return NULL;
1169 fix_auto_apply (m); /* Chests which open as default */
1170 return m;
1171 }
1172
1173 object_thawer thawer (m->tmpname);
1174
1175 if (!thawer)
1176 {
1177 strcpy (buf, m->path);
1178 delete_map (m);
1179 m = load_original_map (buf, 0);
1180 if (!m)
1181 return NULL;
1182 fix_auto_apply (m); /* Chests which open as default */
1183 return m;
1184 }
1185
1186 if (load_map_header (thawer, m))
1187 {
1188 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1189 delete_map (m);
1190 m = load_original_map (m->path, 0);
1191 return NULL;
1192 }
1193
1194 m->allocate ();
1195
1196 m->in_memory = MAP_LOADING;
1197 load_objects (m, thawer, 0);
1198
1199 m->in_memory = MAP_IN_MEMORY;
1200 INVOKE_MAP (SWAPIN, m);
1201 return m;
1202}
1203
1204/*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return NULL;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236}
1237 702
1238/****************************************************************************** 703/******************************************************************************
1239 * This is the start of unique map handling code 704 * This is the start of unique map handling code
1240 *****************************************************************************/ 705 *****************************************************************************/
1241 706
1242/* This goes through map 'm' and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
1243static void 708void
1244delete_unique_items (maptile *m) 709maptile::clear_unique_items ()
1245{ 710{
1246 int i, j, unique; 711 for (int i = 0; i < size (); ++i)
1247 object *op, *next;
1248
1249 for (i = 0; i < MAP_WIDTH (m); i++)
1250 for (j = 0; j < MAP_HEIGHT (m); j++)
1251 { 712 {
1252 unique = 0; 713 int unique = 0;
714 for (object *op = spaces [i].bot; op; )
715 {
716 object *above = op->above;
1253 717
1254 for (op = get_map_ob (m, i, j); op; op = next) 718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
719 unique = 1;
720
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
722 op->destroy ();
723
724 op = above;
725 }
726 }
727}
728
729//-GPL
730
731bool
732maptile::_save_header (object_freezer &freezer)
733{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
736
737 MAP_OUT2 (arch, "map");
738
739 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time);
741 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout);
743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
746 MAP_OUT (difficulty);
747 if (default_region) MAP_OUT2 (region, default_region->name);
748
749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754
755 MAP_OUT (darkness);
756 MAP_OUT (width);
757 MAP_OUT (height);
758 MAP_OUT (enter_x);
759 MAP_OUT (enter_y);
760
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor);
765 MAP_OUT (temp);
766 MAP_OUT (pressure);
767 MAP_OUT (humid);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771
772 MAP_OUT (per_player);
773 MAP_OUT (per_party);
774
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779
780 freezer.put (this);
781 freezer.put (KW_end);
782
783 return true;
784}
785
786bool
787maptile::_save_header (const char *path)
788{
789 object_freezer freezer;
790
791 if (!_save_header (freezer))
792 return false;
793
794 return freezer.save (path);
795}
796
797//+GPL
798
799/*
800 * Remove and free all objects in the given map.
801 */
802void
803maptile::clear ()
804{
805 if (spaces)
806 {
807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 while (object *op = ms->bot)
1255 { 809 {
810 // manually remove, as to not trigger anything
1256 next = op->above; 811 if (ms->bot = op->above)
812 ms->bot->below = 0;
1257 813
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 814 op->flag [FLAG_REMOVED] = true;
1259 unique = 1;
1260 815
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 816 object *head = op->head_ ();
817 if (op == head)
818 op->destroy ();
819 else if (head->map != op->map)
1262 { 820 {
1263 clean_object (op); 821 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1264
1265 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1266 remove_button_link (op);
1267
1268 op->destroy (); 822 head->destroy ();
1269 } 823 }
1270 } 824 }
825
826 sfree0 (spaces, size ());
1271 } 827 }
1272}
1273 828
829 if (buttons)
830 free_objectlinkpt (buttons), buttons = 0;
1274 831
1275/* 832 sfree0 (regions, size ());
1276 * Loads unique objects from file(s) into the map which is in memory 833 delete [] regionmap; regionmap = 0;
1277 * m is the map to load unique items into.
1278 */
1279static void
1280load_unique_objects (maptile *m)
1281{
1282 int count;
1283 char firstname[MAX_BUF];
1284
1285 for (count = 0; count < 10; count++)
1286 {
1287 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1288 if (!access (firstname, R_OK))
1289 break;
1290 }
1291 /* If we get here, we did not find any map */
1292 if (count == 10)
1293 return;
1294
1295 object_thawer thawer (firstname);
1296
1297 if (!thawer)
1298 return;
1299
1300 m->in_memory = MAP_LOADING;
1301 if (m->tmpname == NULL) /* if we have loaded unique items from */
1302 delete_unique_items (m); /* original map before, don't duplicate them */
1303 load_objects (m, thawer, 0);
1304
1305 m->in_memory = MAP_IN_MEMORY;
1306} 834}
1307
1308
1309/*
1310 * Saves a map to file. If flag is set, it is saved into the same
1311 * file it was (originally) loaded from. Otherwise a temporary
1312 * filename will be genarated, and the file will be stored there.
1313 * The temporary filename will be stored in the maptileure.
1314 * If the map is unique, we also save to the filename in the map
1315 * (this should have been updated when first loaded)
1316 */
1317
1318int
1319new_save_map (maptile *m, int flag)
1320{
1321 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1322 int i;
1323
1324 if (flag && !*m->path)
1325 {
1326 LOG (llevError, "Tried to save map without path.\n");
1327 return -1;
1328 }
1329
1330 if (flag || (m->unique) || (m->templatemap))
1331 {
1332 if (!m->unique && !m->templatemap)
1333 { /* flag is set */
1334 if (flag == 2)
1335 strcpy (filename, create_overlay_pathname (m->path));
1336 else
1337 strcpy (filename, create_pathname (m->path));
1338 }
1339 else
1340 strcpy (filename, m->path);
1341
1342 make_path_to_file (filename);
1343 }
1344 else
1345 {
1346 if (!m->tmpname)
1347 m->tmpname = tempnam (settings.tmpdir, NULL);
1348
1349 strcpy (filename, m->tmpname);
1350 }
1351
1352 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1353 m->in_memory = MAP_SAVING;
1354
1355 object_freezer freezer;
1356
1357 /* legacy */
1358 fprintf (freezer, "arch map\n");
1359 if (m->name)
1360 fprintf (freezer, "name %s\n", m->name);
1361 if (!flag)
1362 fprintf (freezer, "swap_time %d\n", m->swap_time);
1363 if (m->reset_timeout)
1364 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1365 if (m->fixed_resettime)
1366 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1367 /* we unfortunately have no idea if this is a value the creator set
1368 * or a difficulty value we generated when the map was first loaded
1369 */
1370 if (m->difficulty)
1371 fprintf (freezer, "difficulty %d\n", m->difficulty);
1372 if (m->region)
1373 fprintf (freezer, "region %s\n", m->region->name);
1374 if (m->shopitems)
1375 {
1376 print_shop_string (m, shop);
1377 fprintf (freezer, "shopitems %s\n", shop);
1378 }
1379 if (m->shopgreed)
1380 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1381 if (m->shopmin)
1382 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1383 if (m->shopmax)
1384 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1385 if (m->shoprace)
1386 fprintf (freezer, "shoprace %s\n", m->shoprace);
1387 if (m->darkness)
1388 fprintf (freezer, "darkness %d\n", m->darkness);
1389 if (m->width)
1390 fprintf (freezer, "width %d\n", m->width);
1391 if (m->height)
1392 fprintf (freezer, "height %d\n", m->height);
1393 if (m->enter_x)
1394 fprintf (freezer, "enter_x %d\n", m->enter_x);
1395 if (m->enter_y)
1396 fprintf (freezer, "enter_y %d\n", m->enter_y);
1397 if (m->msg)
1398 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1399 if (m->maplore)
1400 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1401 if (m->unique)
1402 fprintf (freezer, "unique %d\n", m->unique);
1403 if (m->templatemap)
1404 fprintf (freezer, "template %d\n", m->templatemap);
1405 if (m->outdoor)
1406 fprintf (freezer, "outdoor %d\n", m->outdoor);
1407 if (m->temp)
1408 fprintf (freezer, "temp %d\n", m->temp);
1409 if (m->pressure)
1410 fprintf (freezer, "pressure %d\n", m->pressure);
1411 if (m->humid)
1412 fprintf (freezer, "humid %d\n", m->humid);
1413 if (m->windspeed)
1414 fprintf (freezer, "windspeed %d\n", m->windspeed);
1415 if (m->winddir)
1416 fprintf (freezer, "winddir %d\n", m->winddir);
1417 if (m->sky)
1418 fprintf (freezer, "sky %d\n", m->sky);
1419 if (m->nosmooth)
1420 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1421
1422 /* Save any tiling information, except on overlays */
1423 if (flag != 2)
1424 for (i = 0; i < 4; i++)
1425 if (m->tile_path[i])
1426 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1427
1428 freezer.put (m);
1429 fprintf (freezer, "end\n");
1430
1431 /* In the game save unique items in the different file, but
1432 * in the editor save them to the normal map file.
1433 * If unique map, save files in the proper destination (set by
1434 * player)
1435 */
1436 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1437 {
1438 object_freezer unique;
1439
1440 if (flag == 2)
1441 save_objects (m, freezer, unique, 2);
1442 else
1443 save_objects (m, freezer, unique, 0);
1444
1445 sprintf (buf, "%s.v00", create_items_path (m->path));
1446
1447 unique.save (buf);
1448 }
1449 else
1450 { /* save same file when not playing, like in editor */
1451 save_objects (m, freezer, freezer, 0);
1452 }
1453
1454 freezer.save (filename);
1455
1456 return 0;
1457}
1458
1459
1460/*
1461 * Remove and free all objects in the inventory of the given object.
1462 * object.c ?
1463 */
1464 835
1465void 836void
1466clean_object (object *op) 837maptile::clear_header ()
1467{ 838{
1468 object *tmp, *next; 839 name = 0;
840 msg = 0;
841 maplore = 0;
842 shoprace = 0;
843 delete [] shopitems, shopitems = 0;
1469 844
1470 for (tmp = op->inv; tmp; tmp = next) 845 for (int i = 0; i < 4; i++)
1471 { 846 tile_path [i] = 0;
1472 next = tmp->below;
1473
1474 clean_object (tmp);
1475 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1476 remove_button_link (tmp);
1477
1478 tmp->destroy ();
1479 }
1480} 847}
1481 848
1482/* 849maptile::~maptile ()
1483 * Remove and free all objects in the given map. 850{
1484 */ 851 assert (destroyed ());
852}
1485 853
1486void 854void
1487free_all_objects (maptile *m) 855maptile::clear_links_to (maptile *m)
1488{ 856{
1489 int i, j;
1490 object *op;
1491
1492 for (i = 0; i < MAP_WIDTH (m); i++)
1493 for (j = 0; j < MAP_HEIGHT (m); j++)
1494 {
1495 object *previous_obj = NULL;
1496
1497 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1498 {
1499 if (op == previous_obj)
1500 {
1501 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1502 break;
1503 }
1504
1505 previous_obj = op;
1506
1507 if (op->head != NULL)
1508 op = op->head;
1509
1510 /* If the map isn't in memory, free_object will remove and
1511 * free objects in op's inventory. So let it do the job.
1512 */
1513 if (m->in_memory == MAP_IN_MEMORY)
1514 clean_object (op);
1515
1516 op->destroy ();
1517 }
1518 }
1519}
1520
1521/*
1522 * Frees everything allocated by the given maptileure.
1523 * don't free tmpname - our caller is left to do that
1524 */
1525
1526void
1527free_map (maptile *m, int flag)
1528{
1529 int i;
1530
1531 if (!m->in_memory)
1532 {
1533 LOG (llevError, "Trying to free freed map.\n");
1534 return;
1535 }
1536
1537 // TODO: use new/delete
1538#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1539
1540 if (flag && m->spaces)
1541 free_all_objects (m);
1542 if (m->name)
1543 FREE_AND_CLEAR (m->name);
1544 if (m->spaces)
1545 FREE_AND_CLEAR (m->spaces);
1546 if (m->msg)
1547 FREE_AND_CLEAR (m->msg);
1548 if (m->maplore)
1549 FREE_AND_CLEAR (m->maplore);
1550
1551 delete [] m->shopitems;
1552 m->shopitems = 0;
1553
1554 if (m->shoprace)
1555 FREE_AND_CLEAR (m->shoprace);
1556
1557 if (m->buttons)
1558 free_objectlinkpt (m->buttons);
1559
1560 m->buttons = NULL;
1561
1562 for (i = 0; i < 4; i++)
1563 {
1564 if (m->tile_path[i])
1565 FREE_AND_CLEAR (m->tile_path[i]);
1566 m->tile_map[i] = NULL;
1567 }
1568
1569 m->in_memory = MAP_SWAPPED;
1570
1571#undef FREE_AND_CLEAR
1572
1573}
1574
1575/*
1576 * function: vanish maptile
1577 * m : pointer to maptile, if NULL no action
1578 * this deletes all the data on the map (freeing pointers)
1579 * and then removes this map from the global linked list of maps.
1580 */
1581
1582void
1583delete_map (maptile *m)
1584{
1585 maptile *tmp, *last;
1586 int i;
1587
1588 if (!m)
1589 return;
1590
1591 m->clear ();
1592
1593 if (m->in_memory == MAP_IN_MEMORY)
1594 {
1595 /* change to MAP_SAVING, even though we are not,
1596 * so that remove_ob doesn't do as much work.
1597 */
1598 m->in_memory = MAP_SAVING;
1599 free_map (m, 1);
1600 }
1601 /* move this out of free_map, since tmpname can still be needed if
1602 * the map is swapped out.
1603 */
1604 if (m->tmpname)
1605 {
1606 free (m->tmpname);
1607 m->tmpname = NULL;
1608 }
1609 last = NULL;
1610 /* We need to look through all the maps and see if any maps 857 /* We need to look through all the maps and see if any maps
1611 * are pointing at this one for tiling information. Since 858 * are pointing at this one for tiling information. Since
1612 * tiling can be assymetric, we just can not look to see which 859 * tiling can be asymetric, we just can not look to see which
1613 * maps this map tiles with and clears those. 860 * maps this map tiles with and clears those.
1614 */ 861 */
1615 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1616 {
1617 if (tmp->next == m)
1618 last = tmp;
1619
1620 /* This should hopefully get unrolled on a decent compiler */
1621 for (i = 0; i < 4; i++) 862 for (int i = 0; i < 4; i++)
1622 if (tmp->tile_map[i] == m) 863 if (tile_map[i] == m)
1623 tmp->tile_map[i] = NULL; 864 tile_map[i] = 0;
1624 } 865}
1625 866
1626 /* If last is null, then this should be the first map in the list */ 867void
868maptile::do_destroy ()
869{
870 attachable::do_destroy ();
871
872 clear ();
873}
874
875/* decay and destroy perishable items in a map */
876void
877maptile::do_decay_objects ()
878{
1627 if (!last) 879 if (!spaces)
880 return;
881
882 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above)
1628 { 884 {
1629 if (m == first_map) 885 above = op->above;
1630 first_map = m->next; 886
887 bool destroy = 0;
888
889 // do not decay anything above unique floor tiles (yet :)
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891 break;
892
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
1631 else 918 else
1632 /* m->path is a static char, so should hopefully still have
1633 * some useful data in it.
1634 */
1635 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1636 }
1637 else
1638 last->next = m->next;
1639
1640 delete m;
1641}
1642
1643/*
1644 * Makes sure the given map is loaded and swapped in.
1645 * name is path name of the map.
1646 * flags meaning:
1647 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1648 * and don't do unique items or the like.
1649 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1650 * dont do any more name translation on it.
1651 *
1652 * Returns a pointer to the given map.
1653 */
1654maptile *
1655ready_map_name (const char *name, int flags)
1656{
1657 maptile *m;
1658
1659 if (!name)
1660 return (NULL);
1661
1662 /* Have we been at this level before? */
1663 m = has_been_loaded (name);
1664
1665 /* Map is good to go, so just return it */
1666 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1667 {
1668 return m;
1669 }
1670
1671 /* unique maps always get loaded from their original location, and never
1672 * a temp location. Likewise, if map_flush is set, or we have never loaded
1673 * this map, load it now. I removed the reset checking from here -
1674 * it seems the probability of a player trying to enter a map that should
1675 * reset but hasn't yet is quite low, and removing that makes this function
1676 * a bit cleaner (and players probably shouldn't rely on exact timing for
1677 * resets in any case - if they really care, they should use the 'maps command.
1678 */
1679 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1680 {
1681
1682 /* first visit or time to reset */
1683 if (m)
1684 { 919 {
1685 clean_tmp_map (m); /* Doesn't make much difference */ 920 int mat = op->materials;
1686 delete_map (m); 921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
1687 } 934 }
1688 935
1689 /* create and load a map */ 936 /* adjust overall chance below */
1690 if (flags & MAP_PLAYER_UNIQUE) 937 if (destroy && rndm (0, 1))
1691 LOG (llevDebug, "Trying to load map %s.\n", name); 938 op->destroy ();
1692 else
1693 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1694
1695 //eval_pv ("$x = Event::time", 1);//D
1696 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1697 return (NULL);
1698 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1699
1700 fix_auto_apply (m); /* Chests which open as default */
1701
1702 /* If a player unique map, no extra unique object file to load.
1703 * if from the editor, likewise.
1704 */
1705 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1706 load_unique_objects (m);
1707
1708 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1709 {
1710 m = load_overlay_map (name, m);
1711 if (m == NULL)
1712 return NULL;
1713 } 939 }
1714
1715 if (flags & MAP_PLAYER_UNIQUE)
1716 INVOKE_MAP (SWAPIN, m);
1717
1718 }
1719 else
1720 {
1721 /* If in this loop, we found a temporary map, so load it up. */
1722
1723 m = load_temporary_map (m);
1724 if (m == NULL)
1725 return NULL;
1726 load_unique_objects (m);
1727
1728 clean_tmp_map (m);
1729 m->in_memory = MAP_IN_MEMORY;
1730 /* tempnam() on sun systems (probably others) uses malloc
1731 * to allocated space for the string. Free it here.
1732 * In some cases, load_temporary_map above won't find the
1733 * temporary map, and so has reloaded a new map. If that
1734 * is the case, tmpname is now null
1735 */
1736 if (m->tmpname)
1737 free (m->tmpname);
1738 m->tmpname = NULL;
1739 /* It's going to be saved anew anyway */
1740 }
1741
1742 /* Below here is stuff common to both first time loaded maps and
1743 * temp maps.
1744 */
1745
1746 decay_objects (m); /* start the decay */
1747 /* In case other objects press some buttons down */
1748 update_buttons (m);
1749 if (m->outdoor)
1750 set_darkness_map (m);
1751 /* run the weather over this map */
1752 weather_effect (name);
1753 return m;
1754} 940}
1755
1756 941
1757/* 942/*
1758 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1759 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1760 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1761 * 946 *
1762 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1763 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1764 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1765 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1766 */ 951 */
1767
1768int 952int
1769calculate_difficulty (maptile *m) 953maptile::estimate_difficulty () const
1770{ 954{
1771 object *op;
1772 archetype *at;
1773 int x, y, i;
1774 long monster_cnt = 0; 955 long monster_cnt = 0;
1775 double avgexp = 0; 956 double avgexp = 0;
1776 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1777 958
1778 if (MAP_DIFFICULTY (m)) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1779 { 960 for (object *op = ms->bot; op; op = op->above)
1780 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1781 return MAP_DIFFICULTY (m);
1782 }
1783
1784 for (x = 0; x < MAP_WIDTH (m); x++)
1785 for (y = 0; y < MAP_HEIGHT (m); y++)
1786 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1787 { 961 {
1788 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (QUERY_FLAG (op, FLAG_MONSTER))
1789 { 963 {
1790 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1791 monster_cnt++; 965 monster_cnt++;
1792 } 966 }
1793 967
1794 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (QUERY_FLAG (op, FLAG_GENERATOR))
1795 { 969 {
1796 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1797 at = type_to_archetype (GENERATE_TYPE (op));
1798 971
1799 if (at != NULL) 972 if (archetype *at = op->other_arch)
973 {
1800 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1801
1802 monster_cnt++; 975 monster_cnt++;
1803 } 976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1804 } 983 }
984 }
1805 985
1806 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1807 987
1808 for (i = 1; i <= settings.max_level; i++) 988 for (int i = 1; i <= settings.max_level; i++)
1809 {
1810 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 989 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1811 {
1812 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1813 return i; 990 return i;
1814 }
1815 }
1816 991
1817 return 1; 992 return 1;
1818}
1819
1820void
1821clean_tmp_map (maptile *m)
1822{
1823 if (m->tmpname == NULL)
1824 return;
1825 INVOKE_MAP (CLEAN, m);
1826 (void) unlink (m->tmpname);
1827}
1828
1829void
1830free_all_maps (void)
1831{
1832 int real_maps = 0;
1833
1834 while (first_map)
1835 {
1836 /* I think some of the callers above before it gets here set this to be
1837 * saving, but we still want to free this data
1838 */
1839 if (first_map->in_memory == MAP_SAVING)
1840 first_map->in_memory = MAP_IN_MEMORY;
1841 delete_map (first_map);
1842 real_maps++;
1843 }
1844 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1845} 993}
1846 994
1847/* change_map_light() - used to change map light level (darkness) 995/* change_map_light() - used to change map light level (darkness)
1848 * up or down. Returns true if successful. It should now be 996 * up or down. Returns true if successful. It should now be
1849 * possible to change a value by more than 1. 997 * possible to change a value by more than 1.
1850 * Move this from los.c to map.c since this is more related 998 * Move this from los.c to map.c since this is more related
1851 * to maps than los. 999 * to maps than los.
1852 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1853 */ 1001 */
1854
1855int 1002int
1856change_map_light (maptile *m, int change) 1003maptile::change_map_light (int change)
1857{ 1004{
1858 int new_level = m->darkness + change;
1859
1860 /* Nothing to do */ 1005 /* Nothing to do */
1861 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1006 if (!change)
1862 {
1863 return 0; 1007 return 0;
1864 }
1865 1008
1866 /* inform all players on the map */ 1009 /* inform all players on the map */
1867 if (change > 0) 1010 if (change > 0)
1868 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1869 else 1012 else
1870 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1871 1014
1872 /* Do extra checking. since m->darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1873 * we need to be extra careful about negative values.
1874 * In general, the checks below are only needed if change
1875 * is not +/-1
1876 */
1877 if (new_level < 0)
1878 m->darkness = 0;
1879 else if (new_level >= MAX_DARKNESS)
1880 m->darkness = MAX_DARKNESS;
1881 else
1882 m->darkness = new_level;
1883 1016
1884 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1885 update_all_map_los (m); 1018 update_all_map_los (this);
1019
1886 return 1; 1020 return 1;
1887} 1021}
1888
1889 1022
1890/* 1023/*
1891 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1892 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1893 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1894 * through, etc) 1027 * through, etc)
1895 */ 1028 */
1896void 1029void
1897update_position (maptile *m, int x, int y) 1030mapspace::update_ ()
1898{ 1031{
1899 object *tmp, *last = NULL; 1032 object *last = 0;
1900 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1901 New_Face *top, *floor, *middle; 1034 sint8 light = 0;
1902 object *top_obj, *floor_obj, *middle_obj;
1903 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1904 1039
1905 oldflags = GET_MAP_FLAGS (m, x, y); 1040 //object *middle = 0;
1906 if (!(oldflags & P_NEED_UPDATE)) 1041 //object *top = 0;
1907 { 1042 //object *floor = 0;
1908 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1043 // this seems to generate better code than using locals, above
1909 return; 1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1910 } 1051 {
1911 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1912 middle = blank_face;
1913 top = blank_face;
1914 floor = blank_face;
1915
1916 middle_obj = NULL;
1917 top_obj = NULL;
1918 floor_obj = NULL;
1919
1920 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1921 {
1922
1923 /* This could be made additive I guess (two lights better than
1924 * one). But if so, it shouldn't be a simple additive - 2
1925 * light bulbs do not illuminate twice as far as once since
1926 * it is a disapation factor that is squared (or is it cubed?)
1927 */
1928 if (tmp->glow_radius > light)
1929 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1930 1054
1931 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1932 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1933 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1934 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1935 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1936 * 1060 *
1937 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1938 */ 1062 */
1939 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1940 { 1064 {
1941 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1066 top = tmp;
1067 else
1942 { 1068 {
1943 top = tmp->face; 1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1944 top_obj = tmp;
1945 }
1946 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1947 { 1070 {
1948 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1949 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1950 */ 1073 */
1951 middle = blank_face; 1074 middle = 0;
1952 top = blank_face; 1075 top = 0;
1953 floor = tmp->face;
1954 floor_obj = tmp; 1076 floor = tmp;
1077 volume = 0;
1078 items = 0;
1955 } 1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++items;
1085 volume += tmp->volume ();
1086 }
1087
1956 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1957 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1958 {
1959 middle = tmp->face;
1960
1961 middle_obj = tmp;
1962 anywhere = 1; 1090 anywhere = tmp;
1963 }
1964 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1965 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1966 * top 1093 * top
1967 */ 1094 */
1968 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1969 {
1970 middle = tmp->face;
1971 middle_obj = tmp; 1096 middle = tmp;
1097 }
1972 } 1098 }
1973 } 1099 }
1974 if (tmp == tmp->above)
1975 {
1976 LOG (llevError, "Error in structure of map\n");
1977 exit (-1);
1978 }
1979 1100
1980 move_slow |= tmp->move_slow; 1101 move_slow |= tmp->move_slow;
1981 move_block |= tmp->move_block; 1102 move_block |= tmp->move_block;
1982 move_on |= tmp->move_on; 1103 move_on |= tmp->move_on;
1983 move_off |= tmp->move_off; 1104 move_off |= tmp->move_off;
1984 move_allow |= tmp->move_allow; 1105 move_allow |= tmp->move_allow;
1985 1106
1986 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1107 allflags |= tmp->flag;
1987 flags |= P_IS_ALIVE; 1108
1988 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1989 flags |= P_NO_MAGIC;
1990 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1991 flags |= P_NO_CLERIC;
1992 if (tmp->type == SAFE_GROUND) 1110 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1993 flags |= P_SAFE;
1994
1995 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1996 flags |= P_BLOCKSVIEW;
1997 } /* for stack of objects */
1998
1999 /* we don't want to rely on this function to have accurate flags, but
2000 * since we're already doing the work, we calculate them here.
2001 * if they don't match, logic is broken someplace.
2002 */
2003 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2004 { 1111 }
2005 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1112
2006 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1113 // FLAG_SEE_ANYWHERE takes precedence
2007 } 1114 if (anywhere)
2008 SET_MAP_FLAGS (m, x, y, flags); 1115 middle = anywhere;
2009 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1116
2010 SET_MAP_MOVE_ON (m, x, y, move_on); 1117 // ORing all flags together and checking them here is much faster
2011 SET_MAP_MOVE_OFF (m, x, y, move_off); 1118 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2012 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1119 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1122
1123 this->light = min (light, MAX_LIGHT_RADIUS);
1124 this->flags_ = flags;
1125 this->move_block = move_block & ~move_allow;
1126 this->move_on = move_on;
1127 this->move_off = move_off;
1128 this->move_slow = move_slow;
1129 this->volume_ = (volume + 1023) / 1024;
1130 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2013 1131
2014 /* At this point, we have a floor face (if there is a floor), 1132 /* At this point, we have a floor face (if there is a floor),
2015 * and the floor is set - we are not going to touch it at 1133 * and the floor is set - we are not going to touch it at
2016 * this point. 1134 * this point.
2017 * middle contains the highest visibility face. 1135 * middle contains the highest visibility face.
2024 * middle face. This should not happen, as we already have the 1142 * middle face. This should not happen, as we already have the
2025 * else statement above so middle should not get set. OTOH, it 1143 * else statement above so middle should not get set. OTOH, it
2026 * may be possible for the faces to match but be different objects. 1144 * may be possible for the faces to match but be different objects.
2027 */ 1145 */
2028 if (top == middle) 1146 if (top == middle)
2029 middle = blank_face; 1147 middle = 0;
2030 1148
2031 /* There are three posibilities at this point: 1149 /* There are three posibilities at this point:
2032 * 1) top face is set, need middle to be set. 1150 * 1) top face is set, need middle to be set.
2033 * 2) middle is set, need to set top. 1151 * 2) middle is set, need to set top.
2034 * 3) neither middle or top is set - need to set both. 1152 * 3) neither middle or top is set - need to set both.
2035 */ 1153 */
2036 1154
2037 for (tmp = last; tmp; tmp = tmp->below) 1155 for (object *tmp = last; tmp; tmp = tmp->below)
2038 { 1156 {
2039 /* Once we get to a floor, stop, since we already have a floor object */ 1157 /* Once we get to a floor, stop, since we already have a floor object */
2040 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2041 break; 1159 break;
2042 1160
2043 /* If two top faces are already set, quit processing */ 1161 /* If two top faces are already set, quit processing */
2044 if ((top != blank_face) && (middle != blank_face)) 1162 if (top && middle)
2045 break; 1163 break;
2046 1164
2047 /* Only show visible faces, unless its the editor - show all */ 1165 /* Only show visible faces */
2048 if (!tmp->invisible || editor) 1166 if (!tmp->invisible)
2049 { 1167 {
2050 /* Fill in top if needed */ 1168 /* Fill in top if needed */
2051 if (top == blank_face) 1169 if (!top)
2052 { 1170 {
2053 top = tmp->face;
2054 top_obj = tmp; 1171 top = tmp;
2055 if (top == middle) 1172 if (top == middle)
2056 middle = blank_face; 1173 middle = 0;
2057 } 1174 }
2058 else 1175 else
2059 { 1176 {
2060 /* top is already set - we should only get here if 1177 /* top is already set - we should only get here if
2061 * middle is not set 1178 * middle is not set
2062 * 1179 *
2063 * Set the middle face and break out, since there is nothing 1180 * Set the middle face and break out, since there is nothing
2064 * more to fill in. We don't check visiblity here, since 1181 * more to fill in. We don't check visiblity here, since
2065 * 1182 *
2066 */ 1183 */
2067 if (tmp->face != top) 1184 if (tmp != top)
2068 { 1185 {
2069 middle = tmp->face;
2070 middle_obj = tmp; 1186 middle = tmp;
2071 break; 1187 break;
2072 } 1188 }
2073 } 1189 }
2074 } 1190 }
2075 } 1191 }
1192
2076 if (middle == floor) 1193 if (middle == floor)
2077 middle = blank_face; 1194 middle = 0;
1195
2078 if (top == middle) 1196 if (top == middle)
2079 middle = blank_face; 1197 middle = 0;
2080 SET_MAP_FACE (m, x, y, top, 0);
2081 if (top != blank_face)
2082 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2083 else
2084 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2085 SET_MAP_FACE (m, x, y, middle, 1);
2086 if (middle != blank_face)
2087 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2088 else
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2090 SET_MAP_FACE (m, x, y, floor, 2);
2091 if (floor != blank_face)
2092 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2093 else
2094 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2095 SET_MAP_LIGHT (m, x, y, light);
2096}
2097 1198
2098 1199#if 0
2099void 1200 faces_obj [0] = top;
2100set_map_reset_time (maptile *map) 1201 faces_obj [1] = middle;
2101{ 1202 faces_obj [2] = floor;
2102 int timeout; 1203#endif
2103
2104 timeout = MAP_RESET_TIMEOUT (map);
2105 if (timeout <= 0)
2106 timeout = MAP_DEFAULTRESET;
2107 if (timeout >= MAP_MAXRESET)
2108 timeout = MAP_MAXRESET;
2109 MAP_WHEN_RESET (map) = time (0) + timeout;
2110} 1204}
2111 1205
2112/* this updates the orig_map->tile_map[tile_num] value after loading 1206maptile *
2113 * the map. It also takes care of linking back the freshly loaded 1207maptile::tile_available (int dir, bool load)
2114 * maps tile_map values if it tiles back to this one. It returns
2115 * the value of orig_map->tile_map[tile_num]. It really only does this
2116 * so that it is easier for calling functions to verify success.
2117 */
2118
2119static maptile *
2120load_and_link_tiled_map (maptile *orig_map, int tile_num)
2121{ 1208{
2122 int dest_tile = (tile_num + 2) % 4; 1209 if (tile_path[dir])
2123 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1210 {
1211 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1212 return tile_map[dir];
2124 1213
2125 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1214 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1215 return tile_map[dir];
1216 }
2126 1217
2127 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1218 return 0;
2128 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2129 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2130
2131 return orig_map->tile_map[tile_num];
2132} 1219}
2133 1220
2134/* this returns TRUE if the coordinates (x,y) are out of 1221/* this returns TRUE if the coordinates (x,y) are out of
2135 * map m. This function also takes into account any 1222 * map m. This function also takes into account any
2136 * tiling considerations, loading adjacant maps as needed. 1223 * tiling considerations, loading adjacant maps as needed.
2137 * This is the function should always be used when it 1224 * This is the function should always be used when it
2138 * necessary to check for valid coordinates. 1225 * necessary to check for valid coordinates.
2139 * This function will recursively call itself for the 1226 * This function will recursively call itself for the
2140 * tiled maps. 1227 * tiled maps.
2141 *
2142 *
2143 */ 1228 */
2144int 1229int
2145out_of_map (maptile *m, int x, int y) 1230out_of_map (maptile *m, int x, int y)
2146{ 1231{
2147
2148 /* If we get passed a null map, this is obviously the 1232 /* If we get passed a null map, this is obviously the
2149 * case. This generally shouldn't happen, but if the 1233 * case. This generally shouldn't happen, but if the
2150 * map loads fail below, it could happen. 1234 * map loads fail below, it could happen.
2151 */ 1235 */
2152 if (!m) 1236 if (!m)
2153 return 0; 1237 return 0;
2154 1238
2155 if (x < 0) 1239 if (x < 0)
2156 { 1240 {
2157 if (!m->tile_path[3]) 1241 if (!m->tile_available (3))
2158 return 1; 1242 return 1;
2159 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1243
2160 {
2161 load_and_link_tiled_map (m, 3);
2162 }
2163 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1244 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2164 }
2165 if (x >= MAP_WIDTH (m))
2166 { 1245 }
2167 if (!m->tile_path[1]) 1246
1247 if (x >= m->width)
1248 {
1249 if (!m->tile_available (1))
2168 return 1; 1250 return 1;
2169 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1251
2170 {
2171 load_and_link_tiled_map (m, 1);
2172 }
2173 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1252 return out_of_map (m->tile_map[1], x - m->width, y);
2174 } 1253 }
1254
2175 if (y < 0) 1255 if (y < 0)
2176 { 1256 {
2177 if (!m->tile_path[0]) 1257 if (!m->tile_available (0))
2178 return 1; 1258 return 1;
2179 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1259
2180 {
2181 load_and_link_tiled_map (m, 0);
2182 }
2183 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1260 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2184 }
2185 if (y >= MAP_HEIGHT (m))
2186 { 1261 }
2187 if (!m->tile_path[2]) 1262
1263 if (y >= m->height)
1264 {
1265 if (!m->tile_available (2))
2188 return 1; 1266 return 1;
2189 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1267
2190 {
2191 load_and_link_tiled_map (m, 2);
2192 }
2193 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1268 return out_of_map (m->tile_map[2], x, y - m->height);
2194 } 1269 }
2195 1270
2196 /* Simple case - coordinates are within this local 1271 /* Simple case - coordinates are within this local
2197 * map. 1272 * map.
2198 */ 1273 */
2201 1276
2202/* This is basically the same as out_of_map above, but 1277/* This is basically the same as out_of_map above, but
2203 * instead we return NULL if no map is valid (coordinates 1278 * instead we return NULL if no map is valid (coordinates
2204 * out of bounds and no tiled map), otherwise it returns 1279 * out of bounds and no tiled map), otherwise it returns
2205 * the map as that the coordinates are really on, and 1280 * the map as that the coordinates are really on, and
2206 * updates x and y to be the localized coordinates. 1281 * updates x and y to be the localised coordinates.
2207 * Using this is more efficient of calling out_of_map 1282 * Using this is more efficient of calling out_of_map
2208 * and then figuring out what the real map is 1283 * and then figuring out what the real map is
2209 */ 1284 */
2210maptile * 1285maptile *
2211get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1286maptile::xy_find (sint16 &x, sint16 &y)
2212{ 1287{
2213
2214 if (*x < 0) 1288 if (x < 0)
2215 { 1289 {
2216 if (!m->tile_path[3]) 1290 if (!tile_available (3))
2217 return NULL; 1291 return 0;
2218 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2219 load_and_link_tiled_map (m, 3);
2220 1292
2221 *x += MAP_WIDTH (m->tile_map[3]); 1293 x += tile_map[3]->width;
2222 return (get_map_from_coord (m->tile_map[3], x, y)); 1294 return tile_map[3]->xy_find (x, y);
2223 }
2224 if (*x >= MAP_WIDTH (m))
2225 { 1295 }
2226 if (!m->tile_path[1]) 1296
1297 if (x >= width)
1298 {
1299 if (!tile_available (1))
2227 return NULL; 1300 return 0;
2228 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2229 load_and_link_tiled_map (m, 1);
2230 1301
2231 *x -= MAP_WIDTH (m); 1302 x -= width;
2232 return (get_map_from_coord (m->tile_map[1], x, y)); 1303 return tile_map[1]->xy_find (x, y);
2233 } 1304 }
1305
2234 if (*y < 0) 1306 if (y < 0)
2235 { 1307 {
2236 if (!m->tile_path[0]) 1308 if (!tile_available (0))
2237 return NULL; 1309 return 0;
2238 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2239 load_and_link_tiled_map (m, 0);
2240 1310
2241 *y += MAP_HEIGHT (m->tile_map[0]); 1311 y += tile_map[0]->height;
2242 return (get_map_from_coord (m->tile_map[0], x, y)); 1312 return tile_map[0]->xy_find (x, y);
2243 }
2244 if (*y >= MAP_HEIGHT (m))
2245 { 1313 }
2246 if (!m->tile_path[2]) 1314
1315 if (y >= height)
1316 {
1317 if (!tile_available (2))
2247 return NULL; 1318 return 0;
2248 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2249 load_and_link_tiled_map (m, 2);
2250 1319
2251 *y -= MAP_HEIGHT (m); 1320 y -= height;
2252 return (get_map_from_coord (m->tile_map[2], x, y)); 1321 return tile_map[2]->xy_find (x, y);
2253 } 1322 }
2254 1323
2255 /* Simple case - coordinates are within this local 1324 /* Simple case - coordinates are within this local
2256 * map. 1325 * map.
2257 */ 1326 */
2258
2259 return m; 1327 return this;
2260} 1328}
2261 1329
2262/** 1330/**
2263 * Return whether map2 is adjacent to map1. If so, store the distance from 1331 * Return whether map2 is adjacent to map1. If so, store the distance from
2264 * map1 to map2 in dx/dy. 1332 * map1 to map2 in dx/dy.
2265 */ 1333 */
2266static int 1334int
2267adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1335adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2268{ 1336{
2269 if (!map1 || !map2) 1337 if (!map1 || !map2)
2270 return 0; 1338 return 0;
2271 1339
1340 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1341 //fix: compare paths instead (this is likely faster, too!)
2272 if (map1 == map2) 1342 if (map1 == map2)
2273 { 1343 {
2274 *dx = 0; 1344 *dx = 0;
2275 *dy = 0; 1345 *dy = 0;
2276
2277 } 1346 }
2278 else if (map1->tile_map[0] == map2) 1347 else if (map1->tile_map[0] == map2)
2279 { /* up */ 1348 { /* up */
2280 *dx = 0; 1349 *dx = 0;
2281 *dy = -MAP_HEIGHT (map2); 1350 *dy = -map2->height;
2282 } 1351 }
2283 else if (map1->tile_map[1] == map2) 1352 else if (map1->tile_map[1] == map2)
2284 { /* right */ 1353 { /* right */
2285 *dx = MAP_WIDTH (map1); 1354 *dx = map1->width;
2286 *dy = 0; 1355 *dy = 0;
2287 } 1356 }
2288 else if (map1->tile_map[2] == map2) 1357 else if (map1->tile_map[2] == map2)
2289 { /* down */ 1358 { /* down */
2290 *dx = 0; 1359 *dx = 0;
2291 *dy = MAP_HEIGHT (map1); 1360 *dy = map1->height;
2292 } 1361 }
2293 else if (map1->tile_map[3] == map2) 1362 else if (map1->tile_map[3] == map2)
2294 { /* left */ 1363 { /* left */
2295 *dx = -MAP_WIDTH (map2); 1364 *dx = -map2->width;
2296 *dy = 0; 1365 *dy = 0;
2297
2298 } 1366 }
2299 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1367 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2300 { /* up right */ 1368 { /* up right */
2301 *dx = MAP_WIDTH (map1->tile_map[0]); 1369 *dx = map1->tile_map[0]->width;
2302 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1370 *dy = -map1->tile_map[0]->height;
2303 } 1371 }
2304 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1372 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2305 { /* up left */ 1373 { /* up left */
2306 *dx = -MAP_WIDTH (map2); 1374 *dx = -map2->width;
2307 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1375 *dy = -map1->tile_map[0]->height;
2308 } 1376 }
2309 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1377 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2310 { /* right up */ 1378 { /* right up */
2311 *dx = MAP_WIDTH (map1); 1379 *dx = map1->width;
2312 *dy = -MAP_HEIGHT (map2); 1380 *dy = -map2->height;
2313 } 1381 }
2314 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1382 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2315 { /* right down */ 1383 { /* right down */
2316 *dx = MAP_WIDTH (map1); 1384 *dx = map1->width;
2317 *dy = MAP_HEIGHT (map1->tile_map[1]); 1385 *dy = map1->tile_map[1]->height;
2318 } 1386 }
2319 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1387 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2320 { /* down right */ 1388 { /* down right */
2321 *dx = MAP_WIDTH (map1->tile_map[2]); 1389 *dx = map1->tile_map[2]->width;
2322 *dy = MAP_HEIGHT (map1); 1390 *dy = map1->height;
2323 } 1391 }
2324 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1392 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2325 { /* down left */ 1393 { /* down left */
2326 *dx = -MAP_WIDTH (map2); 1394 *dx = -map2->width;
2327 *dy = MAP_HEIGHT (map1); 1395 *dy = map1->height;
2328 } 1396 }
2329 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1397 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2330 { /* left up */ 1398 { /* left up */
2331 *dx = -MAP_WIDTH (map1->tile_map[3]); 1399 *dx = -map1->tile_map[3]->width;
2332 *dy = -MAP_HEIGHT (map2); 1400 *dy = -map2->height;
2333 } 1401 }
2334 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1402 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2335 { /* left down */ 1403 { /* left down */
2336 *dx = -MAP_WIDTH (map1->tile_map[3]); 1404 *dx = -map1->tile_map[3]->width;
2337 *dy = MAP_HEIGHT (map1->tile_map[3]); 1405 *dy = map1->tile_map[3]->height;
2338
2339 } 1406 }
2340 else 1407 else
2341 { /* not "adjacent" enough */
2342 return 0; 1408 return 0;
2343 }
2344 1409
2345 return 1; 1410 return 1;
1411}
1412
1413maptile *
1414maptile::xy_load (sint16 &x, sint16 &y)
1415{
1416 maptile *map = xy_find (x, y);
1417
1418 if (map)
1419 map->load_sync ();
1420
1421 return map;
1422}
1423
1424maptile *
1425get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1426{
1427 return m->xy_load (*x, *y);
2346} 1428}
2347 1429
2348/* From map.c 1430/* From map.c
2349 * This is used by get_player to determine where the other 1431 * This is used by get_player to determine where the other
2350 * creature is. get_rangevector takes into account map tiling, 1432 * creature is. get_rangevector takes into account map tiling,
2351 * so you just can not look the the map coordinates and get the 1433 * so you just can not look the the map coordinates and get the
2352 * righte value. distance_x/y are distance away, which 1434 * righte value. distance_x/y are distance away, which
2353 * can be negativbe. direction is the crossfire direction scheme 1435 * can be negative. direction is the crossfire direction scheme
2354 * that the creature should head. part is the part of the 1436 * that the creature should head. part is the part of the
2355 * monster that is closest. 1437 * monster that is closest.
2356 * 1438 *
2357 * get_rangevector looks at op1 and op2, and fills in the 1439 * get_rangevector looks at op1 and op2, and fills in the
2358 * structure for op1 to get to op2. 1440 * structure for op1 to get to op2.
2363 * be unexpected 1445 * be unexpected
2364 * 1446 *
2365 * currently, the only flag supported (0x1) is don't translate for 1447 * currently, the only flag supported (0x1) is don't translate for
2366 * closest body part of 'op1' 1448 * closest body part of 'op1'
2367 */ 1449 */
2368
2369void 1450void
2370get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1451get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2371{ 1452{
2372 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1453 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2373 { 1454 {
2374 /* be conservative and fill in _some_ data */ 1455 /* be conservative and fill in _some_ data */
2375 retval->distance = 100000; 1456 retval->distance = 10000;
2376 retval->distance_x = 32767; 1457 retval->distance_x = 10000;
2377 retval->distance_y = 32767; 1458 retval->distance_y = 10000;
2378 retval->direction = 0; 1459 retval->direction = 0;
2379 retval->part = 0; 1460 retval->part = 0;
2380 } 1461 }
2381 else 1462 else
2382 { 1463 {
2387 1468
2388 best = op1; 1469 best = op1;
2389 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
2390 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 0x1) && op1->more)
2391 { 1472 {
2392 object *tmp;
2393 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1473 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2394 1474
2395 /* we just take the offset of the piece to head to figure 1475 /* we just take the offset of the piece to head to figure
2396 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
2397 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
2398 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
2399 * below works. 1479 * below works.
2400 */ 1480 */
2401 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2402 { 1482 {
2403 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1483 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2404 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2405 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
2406 { 1486 {
2407 best_distance = tmpi; 1487 best_distance = tmpi;
2408 best = tmp; 1488 best = tmp;
2409 } 1489 }
2410 } 1490 }
1491
2411 if (best != op1) 1492 if (best != op1)
2412 { 1493 {
2413 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
2414 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
2415 } 1496 }
2416 } 1497 }
1498
2417 retval->part = best; 1499 retval->part = best;
2418 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2419 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2420 } 1502 }
2421} 1503}
2422 1504
2423/* this is basically the same as get_rangevector above, but instead of 1505/* this is basically the same as get_rangevector above, but instead of
2428 * flags has no meaning for this function at this time - I kept it in to 1510 * flags has no meaning for this function at this time - I kept it in to
2429 * be more consistant with the above function and also in case they are needed 1511 * be more consistant with the above function and also in case they are needed
2430 * for something in the future. Also, since no object is pasted, the best 1512 * for something in the future. Also, since no object is pasted, the best
2431 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
2432 */ 1514 */
2433
2434void 1515void
2435get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1516get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2436{ 1517{
2437 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2438 { 1519 {
2439 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
2440 retval->distance = 100000; 1521 retval->distance = 100000;
2446 else 1527 else
2447 { 1528 {
2448 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
2449 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
2450 1531
2451 retval->part = NULL; 1532 retval->part = 0;
2452 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2453 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2454 } 1535 }
2455} 1536}
2456 1537
2457/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
2458 * (as related to map tiling). Note that this looks for a path from 1539 * (as related to map tiling). Note that this looks for a path from
2459 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1540 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2460 * to op1, this will still return false. 1541 * to op1, this will still return false.
2461 * Note we only look one map out to keep the processing simple 1542 * Note we only look one map out to keep the processing simple
2462 * and efficient. This could probably be a macro. 1543 * and efficient. This could probably be a macro.
2463 * MSW 2001-08-05 1544 * MSW 2001-08-05
2464 */ 1545 */
2467{ 1548{
2468 int dx, dy; 1549 int dx, dy;
2469 1550
2470 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
2471} 1552}
1553
1554//-GPL
1555
1556object *
1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1558{
1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560}
1561
1562region *
1563maptile::region (int x, int y) const
1564{
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575}
1576
1577//+GPL
1578
1579/* picks a random object from a style map.
1580 */
1581object *
1582maptile::pick_random_object (rand_gen &gen) const
1583{
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick->head_ ();
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601}
1602
1603//-GPL
1604
1605void
1606maptile::play_sound (faceidx sound, int x, int y) const
1607{
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638}
1639
1640static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{
1643 // clip to map to the left
1644 if (x0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1647 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648
1649 if (x1 < 0) // entirely to the left
1650 return;
1651
1652 x0 = 0;
1653 }
1654
1655 // clip to map to the right
1656 if (x1 > m->width)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1659 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660
1661 if (x0 > m->width) // entirely to the right
1662 return;
1663
1664 x1 = m->width;
1665 }
1666
1667 // clip to map above
1668 if (y0 < 0)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_UP, 1))
1671 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672
1673 if (y1 < 0) // entirely above
1674 return;
1675
1676 y0 = 0;
1677 }
1678
1679 // clip to map below
1680 if (y1 > m->height)
1681 {
1682 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1683 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684
1685 if (y0 > m->height) // entirely below
1686 return;
1687
1688 y1 = m->height;
1689 }
1690
1691 // if we get here, the rect is within the current map
1692 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1693
1694 r->m = m;
1695 r->x0 = x0;
1696 r->y0 = y0;
1697 r->x1 = x1;
1698 r->y1 = y1;
1699 r->dx = dx;
1700 r->dy = dy;
1701}
1702
1703maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1705{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear ();
1708
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710
1711 // add end marker
1712 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1713 r->m = 0;
1714
1715 return (maprect *)buf.linearise ();
1716}
1717

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines