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Comparing deliantra/server/common/map.C (file contents):
Revision 1.45 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.216 by root, Sun May 8 21:51:26 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37 31
38maptile * 32sint8 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 33
233/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
236 * new values into newmap, nx, and ny. Any and all of those 37 * 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 40 * is needed. The case of not passing values is if we're just
240 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
242 */ 43 */
243int 44int
244get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
245{ 46{
246 sint16 newx, newy; 47 sint16 newx = x;
247 int retval = 0; 48 sint16 newy = y;
248 maptile *mp;
249 49
250 if (out_of_map (oldmap, x, y)) 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
251 return P_OUT_OF_MAP; 53 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 54
264 retval |= mp->spaces[newx + mp->width * newy].flags; 55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
265 58
266 return retval; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
267} 60}
268 61
269/* 62/*
270 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
279 * by the caller. 72 * by the caller.
280 */ 73 */
281int 74int
282blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
283{ 76{
284 object *tmp;
285 int mflags, blocked;
286
287 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
288 * have already checked this. 78 * have already checked this.
289 */ 79 */
290 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
291 { 81 {
292 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
293 return 1; 83 return 1;
294 } 84 }
295 85
296 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300 87
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
302 90
303 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
305 * things we need to do for players. 93 * things we need to do for players.
306 */ 94 */
307 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
308 return 0; 96 return 0;
309 97
310 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* 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 99 * 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 100 * 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 101 * or another. Likewise, only if something is blocking us do we
314 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
315 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
316 */ 104 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0; 106 return 0;
319 107
320 if (ob->head != NULL)
321 ob = ob->head; 108 ob = ob->head_ ();
322 109
323 /* We basically go through the stack of objects, and if there is 110 /* 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 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
325 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
327 */ 114 */
328 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
329 { 116 {
330 117 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 { 118 {
334 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
335 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
336 * pass through this space. 121 return 1;
337 */ 122 else
338 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
339 { 126 {
340 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
341 return 1; 131 return 1;
342 else 132 }
343 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
344 } 142 }
345 else 143 else
346 { 144 return 1; // unconditional block
347 /* In this case, the player must not have the object - 145
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 146 } else {
357 { 147 // space does not block the ob, directly, but
358 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
359 * this more readable. first check - if the space blocks 149 // blocks anything
360 * movement, can't move here. 150
361 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
362 * hidden dm 152 && tmp->type != DOOR
363 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
364 if (OB_MOVE_BLOCK (ob, tmp))
365 return 1;
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; 154 return 1;
369 } 155 }
370
371 } 156 }
157
372 return 0; 158 return 0;
373} 159}
374 160
375
376/* 161/*
377 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
378 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
380 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
381 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
382 * 167 *
383 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
384 * 169 *
385 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
386 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
397 * 182 *
398 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
399 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
400 * against the move_block values. 185 * against the move_block values.
401 */ 186 */
402int 187bool
403ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
404{ 189{
405 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
406 int flag;
407 maptile *m1;
408 sint16 sx, sy;
409
410 if (ob == NULL)
411 {
412 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
413 if (flag & P_OUT_OF_MAP)
414 return P_OUT_OF_MAP;
415
416 /* don't have object, so don't know what types would block */
417 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
418 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
419 193
420 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 194 if (!pos.normalise ())
421 { 195 return 1;
422 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
423 196
424 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
425 return P_OUT_OF_MAP; 198
426 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
427 return P_IS_ALIVE; 200 return 1;
428 201
429 /* find_first_free_spot() calls this function. However, often 202 /* However, often ob doesn't have any move type
430 * ob doesn't have any move type (when used to place exits) 203 * (signifying non-moving objects)
431 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432 */ 205 */
433 206 if (!move_type && ms.move_block != MOVE_ALL)
434 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
435 continue; 207 continue;
436 208
437 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
438 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
439 */ 211 */
440 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 212 if (ms.blocks (move_type))
441 return P_NO_PASS; 213 return 1;
442 } 214 }
443 215
444 return 0; 216 return 0;
445} 217}
446 218
447/* When the map is loaded, load_object does not actually insert objects 219//-GPL
448 * into inventory, but just links them. What this does is go through
449 * and insert them properly.
450 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight.
452 */
453 220
454void 221void
455fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
456{ 223{
457 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
458 226
459 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
460 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
461 { 229 tmp->flag [flag] = value;
462 next = tmp->below;
463 if (tmp->inv)
464 fix_container (tmp);
465 (void) insert_ob_in_ob (tmp, container);
466 tmp = next;
467 }
468 /* sum_weight will go through and calculate what all the containers are
469 * carrying.
470 */
471 sum_weight (container);
472} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
473 259
474/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
475 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
476 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
477 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
478 * the more sections and not re-add sections for them.
479 */ 264 */
480 265void
481static void 266maptile::link_multipart_objects ()
482link_multipart_objects (maptile *m)
483{ 267{
484 int x, y; 268 if (!spaces)
485 object *tmp, *op, *last, *above; 269 return;
486 archetype *at;
487 270
488 for (x = 0; x < MAP_WIDTH (m); x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
489 for (y = 0; y < MAP_HEIGHT (m); y++) 272 {
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
491 { 275 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 { 278 {
503 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
504 281
505 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
506 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
507 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
508 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
509 op->map = m; 286
510 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
511 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */ 289 }
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
519 } /* for at = tmp->arch->more */ 291 op = op->above;
520 } /* for objects on this space */ 292 }
293 }
521} 294}
295
296//-GPL
522 297
523/* 298/*
524 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
525 * file pointer. 300 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */ 301 */
528void 302bool
529load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
530{ 304{
531 int i, j; 305 for (;;)
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 { 306 {
540 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
541 * got an invalid object. Don't do anything with it - the game 308
542 * or editor will not be able to do anything with it either. 309 switch (f.kw)
543 */
544 if (op->arch == NULL)
545 { 310 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
547 continue; 346 continue;
548 }
549 347
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 348 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
568 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
569 break; 354 break;
570 } 355 }
571 356
572 if (mapflags & MAP_STYLE) 357 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 358 }
581 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
376}
377
378void
379maptile::deactivate ()
380{
381 if (state != MAP_ACTIVE)
382 return;
383
384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
385 for (object *op = ms->bot; op; op = op->above)
386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
389}
390
391bool
392maptile::_save_objects (object_freezer &f, int flags)
393{
394 coroapi::cede_to_tick ();
395
396 if (flags & IO_HEADER)
397 _save_header (f);
398
399 if (!spaces)
400 return false;
401
402 for (int i = 0; i < size (); ++i)
403 {
404 bool unique = 0;
405
406 for (object *op = spaces [i].bot; op; op = op->above)
582 { 407 {
583 unique = 0; 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 409
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 410 if (expect_false (!op->can_map_save ()))
411 continue;
412
413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
586 { 414 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 415 if (flags & IO_UNIQUES)
588 unique = 1; 416 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
593 } 420 }
594 } 421 }
595 422
596 op->destroy (); 423 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 424
600/* This saves all the objects on the map in a non destructive fashion. 425 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 426}
602 * and we only save the head of multi part objects - this is needed 427
603 * in order to do map tiling properly. 428bool
429maptile::_save_objects (const char *path, int flags)
430{
431 object_freezer freezer;
432
433 if (!_save_objects (freezer, flags))
434 return false;
435
436 return freezer.save (path);
437}
438
439void
440maptile::init ()
441{
442 state = MAP_SWAPPED;
443
444 /* The maps used to pick up default x and y values from the
445 * map archetype. Mimic that behaviour.
604 */ 446 */
605void 447 width = 16;
606save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 448 height = 16;
607{ 449 timeout = 300;
608 int i, j = 0, unique = 0; 450 max_items = MAX_ITEM_PER_ACTION;
609 object *op; 451 max_volume = 2000000; // 2m³
610 452 reset_timeout = 0;
611 /* first pass - save one-part objects */ 453 enter_x = 0;
612 for (i = 0; i < MAP_WIDTH (m); i++) 454 enter_y = 0;
613 for (j = 0; j < MAP_HEIGHT (m); j++)
614 {
615 unique = 0;
616 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
617 {
618 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
619 unique = 1;
620
621 if (op->type == PLAYER)
622 continue;
623
624 if (op->head || op->owner)
625 continue;
626
627 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
630 save_object (fp, op, 3);
631 }
632 }
633} 455}
634 456
635maptile::maptile () 457maptile::maptile ()
636{ 458{
637 in_memory = MAP_SWAPPED; 459 init ();
638 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour.
640 */
641 MAP_WIDTH (this) = 16;
642 MAP_HEIGHT (this) = 16;
643 MAP_RESET_TIMEOUT (this) = 0;
644 MAP_TIMEOUT (this) = 300;
645 MAP_ENTER_X (this) = 0;
646 MAP_ENTER_Y (this) = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 MAP_WORLDPARTX (this) = -1;
649 MAP_WORLDPARTY (this) = -1;
650} 460}
651 461
652/* 462maptile::maptile (int w, int h)
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657maptile *
658get_linked_map (void)
659{ 463{
660 maptile *mp, *map = new maptile; 464 init ();
661 465
662 for (mp = first_map; mp && mp->next; mp = mp->next); 466 width = w;
467 height = h;
663 468
664 if (mp == NULL) 469 alloc ();
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670} 470}
671 471
672/* 472/*
673 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
675 * map. 475 * map.
676 */ 476 */
677void 477void
678maptile::allocate () 478maptile::alloc ()
679{ 479{
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces) 480 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697}
698
699/* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702maptile *
703get_empty_map (int sizex, int sizey)
704{
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
713} 484}
485
486//+GPL
714 487
715/* 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
716 * 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
717 * at a later date. 490 * at a later date.
718 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
719 */ 492 */
720
721static shopitems * 493static shopitems *
722parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
723{ 495{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 497 shopitems *items = NULL;
734 p = strchr (p, ';'); 506 p = strchr (p, ';');
735 number_of_entries++; 507 number_of_entries++;
736 if (p) 508 if (p)
737 p++; 509 p++;
738 } 510 }
511
739 p = shop_string; 512 p = shop_string;
740 strip_endline (p); 513 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
743 { 516 {
744 if (!p) 517 if (!p)
745 { 518 {
746 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");
747 break; 520 break;
748 } 521 }
522
749 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
751 /* 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. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
769 *q = '\0'; 543 *q = '\0';
770 544
771 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
772 if (current_type) 546 if (current_type)
773 { 547 {
774 items[i].name = current_type->name; 548 items[i].name = current_type->name;
775 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
776 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
777 } 551 }
778 else 552 else
779 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
780 * 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
781 */ 555 */
782 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);
783 } 557 }
784 } 558 }
559
785 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
786 if (next_semicolon) 561 if (next_semicolon)
787 p = ++next_semicolon; 562 p = ++next_semicolon;
788 else 563 else
789 p = NULL; 564 p = NULL;
790 } 565 }
566
791 free (shop_string); 567 free (shop_string);
792 return items; 568 return items;
793} 569}
794 570
795/* 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
796 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
797static void 573static const char *
798print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
799{ 575{
800 int i; 576 static dynbuf_text buf; buf.clear ();
801 char tmp[MAX_BUF]; 577 bool first = true;
802 578
803 strcpy (output_string, "");
804 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
805 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
806 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
807 { 587 {
808 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else 590 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
814 } 592 }
815 else 593 else
816 { 594 {
817 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
820 }
821 else 597 else
822 sprintf (tmp, "*"); 598 buf.printf ("*");
823 } 599 }
824 strcat (output_string, tmp);
825 } 600 }
601
602 return buf;
826} 603}
604
605//-GPL
827 606
828/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
829 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
830 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
831 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
833 * put all the stuff in the map object so that names actually make 612 * put all the stuff in the map object so that names actually make
834 * sense. 613 * sense.
835 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01 616 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 617 */
840 618bool
841static int 619maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 620{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 622 {
850 buf[HUGE_BUF - 1] = 0; 623 switch (thawer.kw)
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 { 624 {
863 if ((end = strchr (key, '\n'))) 625 case KW_msg:
864 *end = 0; 626 thawer.get_ml (KW_endmsg, msg);
627 break;
628
629 case KW_lore: // deliantra extension
630 thawer.get_ml (KW_endlore, maplore);
631 break;
632
633 case KW_maplore:
634 thawer.get_ml (KW_endmaplore, maplore);
635 break;
636
637 case KW_arch:
638 if (strcmp (thawer.get_str (), "map"))
639 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640 break;
641
642 case KW_oid:
643 thawer.get (this, thawer.get_sint32 ());
644 break;
645
646 case KW_file_format_version: break; // nop
647
648 case KW_name: thawer.get (name); break;
649 case KW_attach: thawer.get (attach); break;
650 case KW_reset_time: thawer.get (reset_time); break;
651 case KW_shopgreed: thawer.get (shopgreed); break;
652 case KW_shopmin: thawer.get (shopmin); break;
653 case KW_shopmax: thawer.get (shopmax); break;
654 case KW_shoprace: thawer.get (shoprace); break;
655 case KW_outdoor: thawer.get (outdoor); 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: thawer.get (default_region); 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 [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
865 } 695 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871 696
872 while (isspace (*value)) 697 thawer.next ();
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 { 698 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 699
1087 return 0; 700 abort ();
1088} 701}
1089 702
1090/* 703//+GPL
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102maptile *
1103load_original_map (const char *filename, int flags)
1104{
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return NULL;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!MAP_DIFFICULTY (m))
1139 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143}
1144
1145/*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151static maptile *
1152load_temporary_map (maptile *m)
1153{
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197}
1198
1199/*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205maptile *
1206load_overlay_map (const char *filename, maptile *m)
1207{
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return NULL;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231}
1232 704
1233/****************************************************************************** 705/******************************************************************************
1234 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1235 *****************************************************************************/ 707 *****************************************************************************/
1236 708
1237/* This goes through map 'm' and removed any unique items on the map. */ 709/* This goes through the maptile and removed any unique items on the map. */
1238static void 710void
1239delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1240{ 712{
1241 int i, j, unique; 713 for (int i = 0; i < size (); ++i)
1242 object *op, *next;
1243
1244 for (i = 0; i < MAP_WIDTH (m); i++)
1245 for (j = 0; j < MAP_HEIGHT (m); j++)
1246 { 714 {
1247 unique = 0; 715 int unique = 0;
716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1248 719
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
721 unique = 1;
722
723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
724 op->destroy ();
725
726 op = above;
727 }
728 }
729}
730
731//-GPL
732
733bool
734maptile::_save_header (object_freezer &freezer)
735{
736#define MAP_OUT(k) freezer.put (KW(k), k)
737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
738
739 MAP_OUT2 (arch, CS(map));
740
741 if (name) MAP_OUT (name);
742 MAP_OUT (swap_time);
743 MAP_OUT (reset_time);
744 MAP_OUT (reset_timeout);
745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
748 MAP_OUT (difficulty);
749 if (default_region) MAP_OUT2 (region, default_region->name);
750
751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761 MAP_OUT (darkness);
762 MAP_OUT (outdoor);
763
764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766
767 MAP_OUT (per_player);
768 MAP_OUT (per_party);
769
770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
776
777 freezer.put (this);
778 freezer.put (KW(end));
779
780 return true;
781}
782
783bool
784maptile::_save_header (const char *path)
785{
786 object_freezer freezer;
787
788 if (!_save_header (freezer))
789 return false;
790
791 return freezer.save (path);
792}
793
794//+GPL
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
1250 { 806 {
807 // manually remove, as to not trigger anything
1251 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1252 810
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1254 unique = 1;
1255 812
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
1257 { 817 {
1258 clean_object (op); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1259
1260 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1261 remove_button_link (op);
1262
1263 op->destroy (); 819 head->destroy ();
1264 } 820 }
1265 } 821 }
822
823 sfree0 (spaces, size ());
1266 } 824 }
1267}
1268 825
1269
1270/*
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298 load_objects (m, thawer, 0);
1299
1300 m->in_memory = MAP_IN_MEMORY;
1301}
1302
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312
1313int
1314new_save_map (maptile *m, int flag)
1315{
1316 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1317 int i;
1318
1319 if (flag && !*m->path)
1320 {
1321 LOG (llevError, "Tried to save map without path.\n");
1322 return -1;
1323 }
1324
1325 if (flag || (m->unique) || (m->templatemap))
1326 {
1327 if (!m->unique && !m->templatemap)
1328 { /* flag is set */
1329 if (flag == 2)
1330 strcpy (filename, create_overlay_pathname (m->path));
1331 else
1332 strcpy (filename, create_pathname (m->path));
1333 }
1334 else
1335 strcpy (filename, m->path);
1336
1337 make_path_to_file (filename);
1338 }
1339 else
1340 {
1341 if (!m->tmpname)
1342 m->tmpname = tempnam (settings.tmpdir, NULL);
1343
1344 strcpy (filename, m->tmpname);
1345 }
1346
1347 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1348 m->in_memory = MAP_SAVING;
1349
1350 object_freezer freezer;
1351
1352 /* legacy */
1353 fprintf (freezer, "arch map\n");
1354 if (m->name)
1355 fprintf (freezer, "name %s\n", m->name);
1356 if (!flag)
1357 fprintf (freezer, "swap_time %d\n", m->swap_time);
1358 if (m->reset_timeout)
1359 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1360 if (m->fixed_resettime)
1361 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1362 /* we unfortunately have no idea if this is a value the creator set
1363 * or a difficulty value we generated when the map was first loaded
1364 */
1365 if (m->difficulty)
1366 fprintf (freezer, "difficulty %d\n", m->difficulty);
1367 if (m->region)
1368 fprintf (freezer, "region %s\n", m->region->name);
1369 if (m->shopitems)
1370 {
1371 print_shop_string (m, shop);
1372 fprintf (freezer, "shopitems %s\n", shop);
1373 }
1374 if (m->shopgreed)
1375 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1376 if (m->shopmin)
1377 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1378 if (m->shopmax)
1379 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1380 if (m->shoprace)
1381 fprintf (freezer, "shoprace %s\n", m->shoprace);
1382 if (m->darkness)
1383 fprintf (freezer, "darkness %d\n", m->darkness);
1384 if (m->width)
1385 fprintf (freezer, "width %d\n", m->width);
1386 if (m->height)
1387 fprintf (freezer, "height %d\n", m->height);
1388 if (m->enter_x)
1389 fprintf (freezer, "enter_x %d\n", m->enter_x);
1390 if (m->enter_y)
1391 fprintf (freezer, "enter_y %d\n", m->enter_y);
1392 if (m->msg)
1393 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1394 if (m->maplore)
1395 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1396 if (m->unique)
1397 fprintf (freezer, "unique %d\n", m->unique);
1398 if (m->templatemap)
1399 fprintf (freezer, "template %d\n", m->templatemap);
1400 if (m->outdoor)
1401 fprintf (freezer, "outdoor %d\n", m->outdoor);
1402 if (m->temp)
1403 fprintf (freezer, "temp %d\n", m->temp);
1404 if (m->pressure)
1405 fprintf (freezer, "pressure %d\n", m->pressure);
1406 if (m->humid)
1407 fprintf (freezer, "humid %d\n", m->humid);
1408 if (m->windspeed)
1409 fprintf (freezer, "windspeed %d\n", m->windspeed);
1410 if (m->winddir)
1411 fprintf (freezer, "winddir %d\n", m->winddir);
1412 if (m->sky)
1413 fprintf (freezer, "sky %d\n", m->sky);
1414 if (m->nosmooth)
1415 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1416
1417 /* Save any tiling information, except on overlays */
1418 if (flag != 2)
1419 for (i = 0; i < 4; i++)
1420 if (m->tile_path[i])
1421 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1422
1423 freezer.put (m);
1424 fprintf (freezer, "end\n");
1425
1426 /* In the game save unique items in the different file, but
1427 * in the editor save them to the normal map file.
1428 * If unique map, save files in the proper destination (set by
1429 * player)
1430 */
1431 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1432 {
1433 object_freezer unique;
1434
1435 if (flag == 2)
1436 save_objects (m, freezer, unique, 2);
1437 else
1438 save_objects (m, freezer, unique, 0);
1439
1440 sprintf (buf, "%s.v00", create_items_path (m->path));
1441
1442 unique.save (buf);
1443 }
1444 else
1445 { /* save same file when not playing, like in editor */
1446 save_objects (m, freezer, freezer, 0);
1447 }
1448
1449 freezer.save (filename);
1450
1451 return 0;
1452}
1453
1454
1455/*
1456 * Remove and free all objects in the inventory of the given object.
1457 * object.c ?
1458 */
1459
1460void
1461clean_object (object *op)
1462{
1463 object *tmp, *next;
1464
1465 for (tmp = op->inv; tmp; tmp = next)
1466 {
1467 next = tmp->below;
1468
1469 clean_object (tmp);
1470 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1471 remove_button_link (tmp);
1472
1473 tmp->destroy ();
1474 }
1475}
1476
1477/*
1478 * Remove and free all objects in the given map.
1479 */
1480
1481void
1482free_all_objects (maptile *m)
1483{
1484 int i, j;
1485 object *op;
1486
1487 for (i = 0; i < MAP_WIDTH (m); i++)
1488 for (j = 0; j < MAP_HEIGHT (m); j++)
1489 {
1490 object *previous_obj = NULL;
1491
1492 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1493 {
1494 if (op == previous_obj)
1495 {
1496 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1497 break;
1498 }
1499
1500 previous_obj = op;
1501
1502 if (op->head != NULL)
1503 op = op->head;
1504
1505 /* If the map isn't in memory, free_object will remove and
1506 * free objects in op's inventory. So let it do the job.
1507 */
1508 if (m->in_memory == MAP_IN_MEMORY)
1509 clean_object (op);
1510
1511 op->destroy ();
1512 }
1513 }
1514}
1515
1516/*
1517 * Frees everything allocated by the given maptileure.
1518 * don't free tmpname - our caller is left to do that
1519 */
1520
1521void
1522free_map (maptile *m, int flag)
1523{
1524 int i;
1525
1526 if (!m->in_memory)
1527 {
1528 LOG (llevError, "Trying to free freed map.\n");
1529 return;
1530 }
1531
1532 // TODO: use new/delete
1533#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1534
1535 if (flag && m->spaces)
1536 free_all_objects (m);
1537 if (m->name)
1538 FREE_AND_CLEAR (m->name);
1539 if (m->spaces)
1540 FREE_AND_CLEAR (m->spaces);
1541 if (m->msg)
1542 FREE_AND_CLEAR (m->msg);
1543 if (m->maplore)
1544 FREE_AND_CLEAR (m->maplore);
1545
1546 delete [] m->shopitems;
1547 m->shopitems = 0;
1548
1549 if (m->shoprace)
1550 FREE_AND_CLEAR (m->shoprace);
1551
1552 if (m->buttons) 826 if (buttons)
1553 free_objectlinkpt (m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1554 828
1555 m->buttons = NULL; 829 sfree0 (regions, size ());
1556 830 delete [] regionmap; regionmap = 0;
1557 for (i = 0; i < 4; i++)
1558 {
1559 if (m->tile_path[i])
1560 FREE_AND_CLEAR (m->tile_path[i]);
1561 m->tile_map[i] = NULL;
1562 }
1563
1564 m->in_memory = MAP_SWAPPED;
1565
1566#undef FREE_AND_CLEAR
1567
1568} 831}
1569 832
1570/*
1571 * function: vanish maptile
1572 * m : pointer to maptile, if NULL no action
1573 * this deletes all the data on the map (freeing pointers)
1574 * and then removes this map from the global linked list of maps.
1575 */
1576
1577void 833void
1578delete_map (maptile *m) 834maptile::clear_header ()
1579{ 835{
1580 maptile *tmp, *last; 836 name = 0;
1581 int i; 837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1582 841
1583 if (!m) 842 for (int i = 0; i < array_length (tile_path); i++)
1584 return; 843 tile_path [i] = 0;
844}
1585 845
1586 m->clear (); 846maptile::~maptile ()
847{
848 assert (destroyed ());
849}
1587 850
1588 if (m->in_memory == MAP_IN_MEMORY) 851void
1589 { 852maptile::clear_links_to (maptile *m)
1590 /* change to MAP_SAVING, even though we are not, 853{
1591 * so that remove_ob doesn't do as much work.
1592 */
1593 m->in_memory = MAP_SAVING;
1594 free_map (m, 1);
1595 }
1596 /* move this out of free_map, since tmpname can still be needed if
1597 * the map is swapped out.
1598 */
1599 if (m->tmpname)
1600 {
1601 free (m->tmpname);
1602 m->tmpname = NULL;
1603 }
1604 last = NULL;
1605 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1606 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1607 * tiling can be assymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1608 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1609 */ 858 */
1610 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 859 for (int i = 0; i < array_length (tile_path); i++)
1611 {
1612 if (tmp->next == m)
1613 last = tmp;
1614
1615 /* This should hopefully get unrolled on a decent compiler */
1616 for (i = 0; i < 4; i++)
1617 if (tmp->tile_map[i] == m) 860 if (tile_map[i] == m)
1618 tmp->tile_map[i] = NULL; 861 tile_map[i] = 0;
1619 } 862}
1620 863
1621 /* If last is null, then this should be the first map in the list */ 864void
865maptile::do_destroy ()
866{
867 attachable::do_destroy ();
868
869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
874void
875maptile::do_decay_objects ()
876{
1622 if (!last) 877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1623 { 882 {
1624 if (m == first_map) 883 above = op->above;
1625 first_map = m->next; 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
1626 else 916 else
1627 /* m->path is a static char, so should hopefully still have
1628 * some useful data in it.
1629 */
1630 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1631 }
1632 else
1633 last->next = m->next;
1634
1635 delete m;
1636}
1637
1638/*
1639 * Makes sure the given map is loaded and swapped in.
1640 * name is path name of the map.
1641 * flags meaning:
1642 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1643 * and don't do unique items or the like.
1644 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1645 * dont do any more name translation on it.
1646 *
1647 * Returns a pointer to the given map.
1648 */
1649maptile *
1650ready_map_name (const char *name, int flags)
1651{
1652 maptile *m;
1653
1654 if (!name)
1655 return (NULL);
1656
1657 /* Have we been at this level before? */
1658 m = has_been_loaded (name);
1659
1660 /* Map is good to go, so just return it */
1661 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1662 {
1663 return m;
1664 }
1665
1666 /* unique maps always get loaded from their original location, and never
1667 * a temp location. Likewise, if map_flush is set, or we have never loaded
1668 * this map, load it now. I removed the reset checking from here -
1669 * it seems the probability of a player trying to enter a map that should
1670 * reset but hasn't yet is quite low, and removing that makes this function
1671 * a bit cleaner (and players probably shouldn't rely on exact timing for
1672 * resets in any case - if they really care, they should use the 'maps command.
1673 */
1674 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1675 {
1676
1677 /* first visit or time to reset */
1678 if (m)
1679 { 917 {
1680 clean_tmp_map (m); /* Doesn't make much difference */ 918 int mat = op->materials;
1681 delete_map (m); 919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
1682 } 933 }
1683 934
1684 /* create and load a map */ 935 /* adjust overall chance below */
1685 if (flags & MAP_PLAYER_UNIQUE) 936 if (destroy && rndm (0, 1))
1686 LOG (llevDebug, "Trying to load map %s.\n", name); 937 op->destroy ();
1687 else
1688 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1689
1690 //eval_pv ("$x = Event::time", 1);//D
1691 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1692 return (NULL);
1693 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1694
1695 fix_auto_apply (m); /* Chests which open as default */
1696
1697 /* If a player unique map, no extra unique object file to load.
1698 * if from the editor, likewise.
1699 */
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1701 load_unique_objects (m);
1702
1703 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1704 {
1705 m = load_overlay_map (name, m);
1706 if (m == NULL)
1707 return NULL;
1708 } 938 }
1709
1710 if (flags & MAP_PLAYER_UNIQUE)
1711 INVOKE_MAP (SWAPIN, m);
1712
1713 }
1714 else
1715 {
1716 /* If in this loop, we found a temporary map, so load it up. */
1717
1718 m = load_temporary_map (m);
1719 if (m == NULL)
1720 return NULL;
1721 load_unique_objects (m);
1722
1723 clean_tmp_map (m);
1724 m->in_memory = MAP_IN_MEMORY;
1725 /* tempnam() on sun systems (probably others) uses malloc
1726 * to allocated space for the string. Free it here.
1727 * In some cases, load_temporary_map above won't find the
1728 * temporary map, and so has reloaded a new map. If that
1729 * is the case, tmpname is now null
1730 */
1731 if (m->tmpname)
1732 free (m->tmpname);
1733 m->tmpname = NULL;
1734 /* It's going to be saved anew anyway */
1735 }
1736
1737 /* Below here is stuff common to both first time loaded maps and
1738 * temp maps.
1739 */
1740
1741 decay_objects (m); /* start the decay */
1742 /* In case other objects press some buttons down */
1743 update_buttons (m);
1744 if (m->outdoor)
1745 set_darkness_map (m);
1746 /* run the weather over this map */
1747 weather_effect (name);
1748 return m;
1749} 939}
1750
1751 940
1752/* 941/*
1753 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1754 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1755 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1756 * 945 *
1757 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1758 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1759 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1760 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1761 */ 950 */
1762
1763int 951int
1764calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1765{ 953{
1766 object *op;
1767 archetype *at;
1768 int x, y, i;
1769 long monster_cnt = 0; 954 long monster_cnt = 0;
1770 double avgexp = 0; 955 double avgexp = 0;
1771 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1772 957
1773 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1774 { 959 for (object *op = ms->bot; op; op = op->above)
1775 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1776 return MAP_DIFFICULTY (m);
1777 }
1778
1779 for (x = 0; x < MAP_WIDTH (m); x++)
1780 for (y = 0; y < MAP_HEIGHT (m); y++)
1781 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1782 { 960 {
1783 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1784 { 962 {
1785 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1786 monster_cnt++; 964 monster_cnt++;
1787 } 965 }
1788 966
1789 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1790 { 968 {
1791 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1792 at = type_to_archetype (GENERATE_TYPE (op));
1793 970
1794 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1795 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1796
1797 monster_cnt++; 974 monster_cnt++;
1798 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1799 } 982 }
983 }
1800 984
1801 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1802 986
1803 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1804 {
1805 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1806 {
1807 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1808 return i; 989 return i;
1809 }
1810 }
1811 990
1812 return 1; 991 return 1;
1813}
1814
1815void
1816clean_tmp_map (maptile *m)
1817{
1818 if (m->tmpname == NULL)
1819 return;
1820 INVOKE_MAP (CLEAN, m);
1821 (void) unlink (m->tmpname);
1822}
1823
1824void
1825free_all_maps (void)
1826{
1827 int real_maps = 0;
1828
1829 while (first_map)
1830 {
1831 /* I think some of the callers above before it gets here set this to be
1832 * saving, but we still want to free this data
1833 */
1834 if (first_map->in_memory == MAP_SAVING)
1835 first_map->in_memory = MAP_IN_MEMORY;
1836 delete_map (first_map);
1837 real_maps++;
1838 }
1839 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1840} 992}
1841 993
1842/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1843 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1844 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1845 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1846 * to maps than los. 998 * to maps than los.
1847 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1848 */ 1000 */
1849
1850int 1001int
1851change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1852{ 1003{
1853 int new_level = m->darkness + change;
1854
1855 /* Nothing to do */ 1004 /* Nothing to do */
1856 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1857 {
1858 return 0; 1006 return 0;
1859 }
1860 1007
1861 /* inform all players on the map */ 1008 /* inform all players on the map */
1862 if (change > 0) 1009 if (change > 0)
1863 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1864 else 1011 else
1865 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1866 1013
1867 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1868 * we need to be extra careful about negative values.
1869 * In general, the checks below are only needed if change
1870 * is not +/-1
1871 */
1872 if (new_level < 0)
1873 m->darkness = 0;
1874 else if (new_level >= MAX_DARKNESS)
1875 m->darkness = MAX_DARKNESS;
1876 else
1877 m->darkness = new_level;
1878 1015
1879 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1880 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1881 return 1; 1019 return 1;
1882} 1020}
1883 1021
1884/* 1022/*
1885 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1886 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1887 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1888 * through, etc) 1026 * through, etc)
1889 */ 1027 */
1890void 1028void
1891update_position (maptile *m, int x, int y) 1029mapspace::update_ ()
1892{ 1030{
1893 object *tmp, *last = 0; 1031 object *last = 0;
1894 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1895 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1896 object *top_obj, *floor_obj, *middle_obj;
1897 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1898 1039
1899 oldflags = GET_MAP_FLAGS (m, x, y); 1040 //object *middle = 0;
1900 if (!(oldflags & P_NEED_UPDATE)) 1041 //object *top = 0;
1901 { 1042 //object *floor = 0;
1902 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
1903 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)
1904 } 1051 {
1905 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1906 middle = blank_face;
1907 top = blank_face;
1908 floor = blank_face;
1909
1910 middle_obj = 0;
1911 top_obj = 0;
1912 floor_obj = 0;
1913
1914 for (tmp = GET_MAP_OB (m, x, y); tmp; last = tmp, tmp = tmp->above)
1915 {
1916 /* This could be made additive I guess (two lights better than
1917 * one). But if so, it shouldn't be a simple additive - 2
1918 * light bulbs do not illuminate twice as far as once since
1919 * it is a dissapation factor that is cubed.
1920 */
1921 if (tmp->glow_radius > light)
1922 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1923 1054
1924 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1925 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1926 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1927 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1928 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1929 * 1060 *
1930 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1931 */ 1062 */
1932 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1933 { 1064 {
1934 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1935 {
1936 top = tmp->face;
1937 top_obj = tmp; 1066 top = tmp;
1938 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1939 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940 { 1068 {
1941 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1942 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1943 */ 1071 */
1944 middle = blank_face; 1072 middle = 0;
1945 top = blank_face; 1073 top = 0;
1946 floor = tmp->face;
1947 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1948 } 1077 }
1949 /* Flag anywhere have high priority */ 1078 else
1950 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1951 { 1079 {
1952 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1953 1085
1954 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1955 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1956 } 1099 }
1957 /* Find the highest visible face around. If equal
1958 * visibilities, we still want the one nearer to the
1959 * top
1960 */
1961 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1962 {
1963 middle = tmp->face;
1964 middle_obj = tmp;
1965 }
1966 }
1967
1968 if (tmp == tmp->above)
1969 {
1970 LOG (llevError, "Error in structure of map\n");
1971 exit (-1);
1972 } 1100 }
1973 1101
1974 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1975 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1976 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1977 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1978 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1979 1107
1980 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1981 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1982 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1983 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1984 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1985 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1986 } 1112 }
1987 1113
1988 /* we don't want to rely on this function to have accurate flags, but 1114 // FLAG_SEE_ANYWHERE takes precedence
1989 * since we're already doing the work, we calculate them here. 1115 if (anywhere)
1990 * if they don't match, logic is broken someplace. 1116 middle = anywhere;
1991 */
1992 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1993 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1994 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
1995 1117
1996 mapspace &s = m->at (x, y); 1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1997 1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1998 s.flags = flags; 1125 this->flags_ = flags;
1999 s.move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
2000 s.move_on = move_on; 1127 this->move_on = move_on;
2001 s.move_off = move_off; 1128 this->move_off = move_off;
2002 s.move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2003 1132
2004 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
2005 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
2006 * this point. 1135 * this point.
2007 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
2014 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
2015 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
2016 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
2017 */ 1146 */
2018 if (top == middle) 1147 if (top == middle)
2019 middle = blank_face; 1148 middle = 0;
2020 1149
2021 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
2022 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
2023 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
2024 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
2025 */ 1154 */
2026 1155
2027 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
2028 { 1157 {
2029 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
2030 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
2031 break; 1160 break;
2032 1161
2033 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
2034 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
2035 break; 1164 break;
2036 1165
2037 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
2038 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
2039 { 1168 {
2040 /* Fill in top if needed */ 1169 /* Fill in top if needed */
2041 if (top == blank_face) 1170 if (!top)
2042 { 1171 {
2043 top = tmp->face;
2044 top_obj = tmp; 1172 top = tmp;
2045 if (top == middle) 1173 if (top == middle)
2046 middle = blank_face; 1174 middle = 0;
2047 } 1175 }
2048 else 1176 else
2049 { 1177 {
2050 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
2051 * middle is not set 1179 * middle is not set
2052 * 1180 *
2053 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
2054 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
2055 * 1183 *
2056 */ 1184 */
2057 if (tmp->face != top) 1185 if (tmp != top)
2058 { 1186 {
2059 middle = tmp->face;
2060 middle_obj = tmp; 1187 middle = tmp;
2061 break; 1188 break;
2062 } 1189 }
2063 } 1190 }
2064 } 1191 }
2065 } 1192 }
2066 1193
2067 if (middle == floor) 1194 if (middle == floor)
2068 middle = blank_face; 1195 middle = 0;
2069 1196
2070 if (top == middle) 1197 if (top == middle)
2071 middle = blank_face; 1198 middle = 0;
2072 1199
2073 SET_MAP_FACE (m, x, y, top, 0); 1200 // set lower map transparent floor flag if applicable
2074 if (top != blank_face) 1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
2075 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0); 1202 {
2076 else 1203 floor->set_anim_frame (0);
2077 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2078 1204
2079 SET_MAP_FACE (m, x, y, middle, 1); 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2080 if (middle != blank_face) 1206 {
2081 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1); 1207 mapspace &ms = m->at (floor->x, floor->y);
2082 else 1208 ms.update ();
2083 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2084 1209
2085 SET_MAP_FACE (m, x, y, floor, 2); 1210 if (object *floor2 = ms.faces_obj [2])
2086 if (floor != blank_face) 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
2087 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2); 1212 {
2088 else 1213 floor->set_anim_frame (1);
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 2); 1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
2090 1218
2091 SET_MAP_LIGHT (m, x, y, light); 1219 ms.pflags |= PF_VIS_UP;
2092} 1220 }
1221 }
2093 1222
2094 1223#if 0
2095void 1224 faces_obj [0] = top;
2096set_map_reset_time (maptile *map) 1225 faces_obj [1] = middle;
2097{ 1226 faces_obj [2] = floor;
2098 int timeout; 1227#endif
2099
2100 timeout = MAP_RESET_TIMEOUT (map);
2101 if (timeout <= 0)
2102 timeout = MAP_DEFAULTRESET;
2103 if (timeout >= MAP_MAXRESET)
2104 timeout = MAP_MAXRESET;
2105 MAP_WHEN_RESET (map) = time (0) + timeout;
2106} 1228}
2107 1229
2108/* this updates the orig_map->tile_map[tile_num] value after loading 1230void
2109 * the map. It also takes care of linking back the freshly loaded 1231mapspace::update_up ()
2110 * maps tile_map values if it tiles back to this one. It returns
2111 * the value of orig_map->tile_map[tile_num]. It really only does this
2112 * so that it is easier for calling functions to verify success.
2113 */
2114
2115static maptile *
2116load_and_link_tiled_map (maptile *orig_map, int tile_num)
2117{ 1232{
2118 int dest_tile = (tile_num + 2) % 4; 1233 // invalidate up
2119 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1234 if (!(pflags & PF_VIS_UP))
1235 return;
2120 1236
2121 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1237 pflags &= ~PF_VIS_UP;
2122 1238
2123 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1239 if (bot)
2124 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)) 1240 if (maptile *m = bot->map->tile_map [TILE_UP])
2125 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1241 m->at (bot->x, bot->y).invalidate ();
1242}
2126 1243
2127 return orig_map->tile_map[tile_num]; 1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1285 return tile_map [dir] = m;
1286 }
1287 }
1288
1289 return 0;
2128} 1290}
2129 1291
2130/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
2131 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
2132 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
2133 * This is the function should always be used when it 1295 * This is the function should always be used when it
2134 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
2135 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
2136 * tiled maps. 1298 * tiled maps.
2137 *
2138 *
2139 */ 1299 */
2140int 1300int
2141out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
2142{ 1302{
2143
2144 /* If we get passed a null map, this is obviously the 1303 /* If we get passed a null map, this is obviously the
2145 * case. This generally shouldn't happen, but if the 1304 * case. This generally shouldn't happen, but if the
2146 * map loads fail below, it could happen. 1305 * map loads fail below, it could happen.
2147 */ 1306 */
2148 if (!m) 1307 if (!m)
2149 return 0; 1308 return 0;
2150 1309
2151 if (x < 0) 1310 if (x < 0)
2152 { 1311 {
2153 if (!m->tile_path[3]) 1312 if (!m->tile_available (TILE_WEST))
2154 return 1; 1313 return 1;
2155 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1314
2156 { 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
2157 load_and_link_tiled_map (m, 3);
2158 }
2159 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2160 }
2161 if (x >= MAP_WIDTH (m))
2162 { 1316 }
2163 if (!m->tile_path[1]) 1317
1318 if (x >= m->width)
1319 {
1320 if (!m->tile_available (TILE_EAST))
2164 return 1; 1321 return 1;
2165 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1322
2166 {
2167 load_and_link_tiled_map (m, 1);
2168 }
2169 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
2170 } 1324 }
1325
2171 if (y < 0) 1326 if (y < 0)
2172 { 1327 {
2173 if (!m->tile_path[0]) 1328 if (!m->tile_available (TILE_NORTH))
2174 return 1; 1329 return 1;
2175 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1330
2176 { 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
2177 load_and_link_tiled_map (m, 0);
2178 }
2179 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2180 }
2181 if (y >= MAP_HEIGHT (m))
2182 { 1332 }
2183 if (!m->tile_path[2]) 1333
1334 if (y >= m->height)
1335 {
1336 if (!m->tile_available (TILE_SOUTH))
2184 return 1; 1337 return 1;
2185 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1338
2186 { 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
2187 load_and_link_tiled_map (m, 2);
2188 }
2189 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2190 } 1340 }
2191 1341
2192 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
2193 * map. 1343 * map.
2194 */ 1344 */
2197 1347
2198/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
2199 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
2200 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
2201 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
2202 * updates x and y to be the localized coordinates. 1352 * updates x and y to be the localised coordinates.
2203 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
2204 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
2205 */ 1355 */
2206maptile * 1356maptile *
2207get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1357maptile::xy_find (sint16 &x, sint16 &y)
2208{ 1358{
2209
2210 if (*x < 0) 1359 if (x < 0)
2211 { 1360 {
2212 if (!m->tile_path[3]) 1361 if (!tile_available (TILE_WEST))
2213 return NULL; 1362 return 0;
2214 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2215 load_and_link_tiled_map (m, 3);
2216 1363
2217 *x += MAP_WIDTH (m->tile_map[3]); 1364 x += tile_map [TILE_WEST]->width;
2218 return (get_map_from_coord (m->tile_map[3], x, y)); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
2219 }
2220 if (*x >= MAP_WIDTH (m))
2221 { 1366 }
2222 if (!m->tile_path[1]) 1367
1368 if (x >= width)
1369 {
1370 if (!tile_available (TILE_EAST))
2223 return NULL; 1371 return 0;
2224 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2225 load_and_link_tiled_map (m, 1);
2226 1372
2227 *x -= MAP_WIDTH (m); 1373 x -= width;
2228 return (get_map_from_coord (m->tile_map[1], x, y)); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
2229 } 1375 }
1376
2230 if (*y < 0) 1377 if (y < 0)
2231 { 1378 {
2232 if (!m->tile_path[0]) 1379 if (!tile_available (TILE_NORTH))
2233 return NULL; 1380 return 0;
2234 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2235 load_and_link_tiled_map (m, 0);
2236 1381
2237 *y += MAP_HEIGHT (m->tile_map[0]); 1382 y += tile_map [TILE_NORTH]->height;
2238 return (get_map_from_coord (m->tile_map[0], x, y)); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
2239 }
2240 if (*y >= MAP_HEIGHT (m))
2241 { 1384 }
2242 if (!m->tile_path[2]) 1385
1386 if (y >= height)
1387 {
1388 if (!tile_available (TILE_SOUTH))
2243 return NULL; 1389 return 0;
2244 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2245 load_and_link_tiled_map (m, 2);
2246 1390
2247 *y -= MAP_HEIGHT (m); 1391 y -= height;
2248 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
2249 } 1393 }
2250 1394
2251 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
2252 * map. 1396 * map.
2253 */ 1397 */
2254
2255 return m; 1398 return this;
2256} 1399}
2257 1400
2258/** 1401/**
2259 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
2260 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
2261 */ 1404 */
2262static int 1405int
2263adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2264{ 1407{
2265 if (!map1 || !map2) 1408 if (!map1 || !map2)
2266 return 0; 1409 return 0;
2267 1410
1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
2268 if (map1 == map2) 1413 if (map1 == map2)
2269 { 1414 {
2270 *dx = 0; 1415 *dx = 0;
2271 *dy = 0; 1416 *dy = 0;
2272 1417 }
1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
2273 } 1419 {
2274 else if (map1->tile_map[0] == map2)
2275 { /* up */
2276 *dx = 0; 1420 *dx = 0;
2277 *dy = -MAP_HEIGHT (map2); 1421 *dy = -map2->height;
1422 }
1423 else if (map1->tile_available (TILE_EAST , false) == map2)
2278 } 1424 {
2279 else if (map1->tile_map[1] == map2) 1425 *dx = map1->width;
2280 { /* right */
2281 *dx = MAP_WIDTH (map1);
2282 *dy = 0; 1426 *dy = 0;
2283 } 1427 }
2284 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2285 { /* down */ 1429 {
2286 *dx = 0; 1430 *dx = 0;
2287 *dy = MAP_HEIGHT (map1); 1431 *dy = map1->height;
1432 }
1433 else if (map1->tile_available (TILE_WEST , false) == map2)
2288 } 1434 {
2289 else if (map1->tile_map[3] == map2) 1435 *dx = -map2->width;
2290 { /* left */
2291 *dx = -MAP_WIDTH (map2);
2292 *dy = 0; 1436 *dy = 0;
2293
2294 } 1437 }
2295 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2296 { /* up right */ 1439 { /* up right */
2297 *dx = MAP_WIDTH (map1->tile_map[0]); 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
2298 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
2299 } 1442 }
2300 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2301 { /* up left */ 1444 { /* up left */
2302 *dx = -MAP_WIDTH (map2); 1445 *dx = -map2->width;
2303 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
2304 } 1447 }
2305 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2306 { /* right up */ 1449 { /* right up */
2307 *dx = MAP_WIDTH (map1); 1450 *dx = +map1->width;
2308 *dy = -MAP_HEIGHT (map2); 1451 *dy = -map2->height;
2309 } 1452 }
2310 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2311 { /* right down */ 1454 { /* right down */
2312 *dx = MAP_WIDTH (map1); 1455 *dx = +map1->width;
2313 *dy = MAP_HEIGHT (map1->tile_map[1]); 1456 *dy = +map1->tile_map[TILE_EAST]->height;
2314 } 1457 }
2315 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2316 { /* down right */ 1459 { /* down right */
2317 *dx = MAP_WIDTH (map1->tile_map[2]); 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
2318 *dy = MAP_HEIGHT (map1); 1461 *dy = +map1->height;
2319 } 1462 }
2320 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2321 { /* down left */ 1464 { /* down left */
2322 *dx = -MAP_WIDTH (map2); 1465 *dx = -map2->width;
2323 *dy = MAP_HEIGHT (map1); 1466 *dy = +map1->height;
2324 } 1467 }
2325 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2326 { /* left up */ 1469 { /* left up */
2327 *dx = -MAP_WIDTH (map1->tile_map[3]); 1470 *dx = -map1->tile_map[TILE_WEST]->width;
2328 *dy = -MAP_HEIGHT (map2); 1471 *dy = -map2->height;
2329 } 1472 }
2330 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2331 { /* left down */ 1474 { /* left down */
2332 *dx = -MAP_WIDTH (map1->tile_map[3]); 1475 *dx = -map1->tile_map[TILE_WEST]->width;
2333 *dy = MAP_HEIGHT (map1->tile_map[3]); 1476 *dy = +map1->tile_map[TILE_WEST]->height;
2334
2335 } 1477 }
2336 else 1478 else
2337 { /* not "adjacent" enough */
2338 return 0; 1479 return 0;
2339 }
2340 1480
2341 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
2342} 1499}
2343 1500
2344/* From map.c 1501/* From map.c
2345 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
2346 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
2347 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
2348 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
2349 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
2350 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
2351 * monster that is closest. 1508 * monster that is closest.
2352 * 1509 *
2353 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
2354 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
2359 * be unexpected 1516 * be unexpected
2360 * 1517 *
2361 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
2362 * closest body part of 'op1' 1519 * closest body part of 'op1'
2363 */ 1520 */
2364
2365void 1521void
2366get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2367{ 1523{
2368 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2369 { 1525 {
2370 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
2371 retval->distance = 100000; 1527 retval->distance = 10000;
2372 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
2373 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
2374 retval->direction = 0; 1530 retval->direction = 0;
2375 retval->part = 0; 1531 retval->part = 0;
2376 } 1532 }
2377 else 1533 else
2378 { 1534 {
2379 object *best;
2380
2381 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
2382 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
2383 1537
2384 best = op1; 1538 object *best = op1;
1539
2385 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
2386 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
2387 { 1542 {
2388 object *tmp; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
2389 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2390 1544
2391 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
2392 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
2393 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
2394 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
2395 * below works. 1549 * below works.
2396 */ 1550 */
2397 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2398 { 1552 {
2399 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2400 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
2401 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
2402 { 1556 {
2403 best_distance = tmpi; 1557 best_distance = tmpi;
2404 best = tmp; 1558 best = tmp;
2405 } 1559 }
2406 } 1560 }
1561
2407 if (best != op1) 1562 if (best != op1)
2408 { 1563 {
2409 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
2410 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
2411 } 1566 }
2412 } 1567 }
1568
2413 retval->part = best; 1569 retval->part = best;
2414 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2415 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2416 } 1572 }
2417} 1573}
2418 1574
2419/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
2420 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
2424 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
2425 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
2426 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
2427 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
2428 */ 1584 */
2429
2430void 1585void
2431get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2432{ 1587{
2433 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2434 { 1589 {
2435 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
2436 retval->distance = 100000; 1591 retval->distance = 100000;
2437 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
2438 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
2439 retval->direction = 0; 1594 retval->direction = 0;
2440 retval->part = 0; 1595 retval->part = 0;
2441 } 1596 }
2442 else 1597 else
2443 { 1598 {
2444 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
2445 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
2446 1601
2447 retval->part = NULL; 1602 retval->part = 0;
2448 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2449 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2450 } 1605 }
2451} 1606}
2452 1607
2453/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
2454 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
2455 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1610 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2456 * to op1, this will still return false. 1611 * to op1, this will still return false.
2457 * Note we only look one map out to keep the processing simple 1612 * Note we only look one map out to keep the processing simple
2458 * and efficient. This could probably be a macro. 1613 * and efficient. This could probably be a macro.
2459 * MSW 2001-08-05 1614 * MSW 2001-08-05
2460 */ 1615 */
2463{ 1618{
2464 int dx, dy; 1619 int dx, dy;
2465 1620
2466 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
2467} 1622}
1623
1624//-GPL
1625
1626object *
1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1628{
1629 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1630}
1631
1632region *
1633maptile::region (int x, int y) const
1634{
1635 if (regions
1636 && regionmap
1637 && !OUT_OF_REAL_MAP (this, x, y))
1638 if (struct region *reg = regionmap [regions [y * width + x]])
1639 return reg;
1640
1641 if (default_region)
1642 return default_region;
1643
1644 return ::region::default_region ();
1645}
1646
1647//+GPL
1648
1649/* picks a random object from a style map.
1650 */
1651object *
1652maptile::pick_random_object (rand_gen &gen) const
1653{
1654 /* while returning a null object will result in a crash, that
1655 * is actually preferable to an infinite loop. That is because
1656 * most servers will automatically restart in case of crash.
1657 * Change the logic on getting the random space - shouldn't make
1658 * any difference, but this seems clearer to me.
1659 */
1660 for (int i = 1000; --i;)
1661 {
1662 object *pick = at (gen (width), gen (height)).bot;
1663
1664 // must be head: do not prefer big monsters just because they are big.
1665 if (pick && pick->is_head ())
1666 return pick;
1667 }
1668
1669 // instead of crashing in the unlikely(?) case, try to return *something*
1670 return archetype::find (shstr_bug);
1671}
1672
1673//-GPL
1674
1675void
1676maptile::play_sound (faceidx sound, int x, int y) const
1677{
1678 if (!sound)
1679 return;
1680
1681 for_all_players_on_map (pl, this)
1682 if (client *ns = pl->ns)
1683 {
1684 int dx = x - pl->ob->x;
1685 int dy = y - pl->ob->y;
1686
1687 int distance = idistance (dx, dy);
1688
1689 if (distance <= MAX_SOUND_DISTANCE)
1690 ns->play_sound (sound, dx, dy);
1691 }
1692}
1693
1694void
1695maptile::say_msg (const char *msg, int x, int y) const
1696{
1697 for_all_players (pl)
1698 if (client *ns = pl->ns)
1699 {
1700 int dx = x - pl->ob->x;
1701 int dy = y - pl->ob->y;
1702
1703 int distance = idistance (dx, dy);
1704
1705 if (distance <= MAX_SOUND_DISTANCE)
1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1707 }
1708}
1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1712static void
1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1714{
1715 // clip to map to the left
1716 if (x0 < 0)
1717 {
1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1720
1721 if (x1 < 0) // entirely to the left
1722 return;
1723
1724 x0 = 0;
1725 }
1726
1727 // clip to map to the right
1728 if (x1 > m->width)
1729 {
1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1732
1733 if (x0 >= m->width) // entirely to the right
1734 return;
1735
1736 x1 = m->width;
1737 }
1738
1739 // clip to map to the north
1740 if (y0 < 0)
1741 {
1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1744
1745 if (y1 < 0) // entirely to the north
1746 return;
1747
1748 y0 = 0;
1749 }
1750
1751 // clip to map to the south
1752 if (y1 > m->height)
1753 {
1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1756
1757 if (y0 >= m->height) // entirely to the south
1758 return;
1759
1760 y1 = m->height;
1761 }
1762
1763 // if we get here, the rect is within the current map
1764 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1765
1766 r->m = m;
1767 r->x0 = x0;
1768 r->y0 = y0;
1769 r->x1 = x1;
1770 r->y1 = y1;
1771 r->dx = dx;
1772 r->dy = dy;
1773}
1774
1775maprect *
1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1777{
1778 buf.clear ();
1779
1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1781
1782 // add end marker
1783 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1784 r->m = 0;
1785
1786 return (maprect *)buf.linearise ();
1787}
1788

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