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Comparing deliantra/server/common/map.C (file contents):
Revision 1.29 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 UTC

1
2/* 1/*
3 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: map.C,v 1.29 2006/09/10 16:00:23 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29 25
30
31#include <global.h>
32#include <funcpoint.h>
33
34#include <loader.h>
35#ifndef WIN32 /* ---win32 exclude header */
36# include <unistd.h> 26#include <unistd.h>
37#endif /* win32 */
38 27
28#include "global.h"
39#include "path.h" 29#include "path.h"
40 30
31//+GPL
41 32
42extern int nrofallocobjects, nroffreeobjects; 33sint8 maptile::outdoor_darkness;
43
44/*
45 * Returns the mapstruct which has a name matching the given argument.
46 * return NULL if no match is found.
47 */
48
49mapstruct *
50has_been_loaded (const char *name)
51{
52 mapstruct *map;
53
54 if (!name || !*name)
55 return 0;
56 for (map = first_map; map; map = map->next)
57 if (!strcmp (name, map->path))
58 break;
59 return (map);
60}
61
62/*
63 * This makes a path absolute outside the world of Crossfire.
64 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
65 * and returns the pointer to a static array containing the result.
66 * it really should be called create_mapname
67 */
68
69const char *
70create_pathname (const char *name)
71{
72 static char buf[MAX_BUF];
73
74 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
75 * someplace else in the code? msw 2-17-97
76 */
77 if (*name == '/')
78 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
79 else
80 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
81 return (buf);
82}
83
84/*
85 * same as create_pathname, but for the overlay maps.
86 */
87
88const char *
89create_overlay_pathname (const char *name)
90{
91 static char buf[MAX_BUF];
92
93 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
94 * someplace else in the code? msw 2-17-97
95 */
96 if (*name == '/')
97 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
98 else
99 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
100 return (buf);
101}
102
103/*
104 * same as create_pathname, but for the template maps.
105 */
106
107const char *
108create_template_pathname (const char *name)
109{
110 static char buf[MAX_BUF];
111
112 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
113 * someplace else in the code? msw 2-17-97
114 */
115 if (*name == '/')
116 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
117 else
118 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
119 return (buf);
120}
121
122/*
123 * This makes absolute path to the itemfile where unique objects
124 * will be saved. Converts '/' to '@'. I think it's essier maintain
125 * files than full directory structure, but if this is problem it can
126 * be changed.
127 */
128static const char *
129create_items_path (const char *s)
130{
131 static char buf[MAX_BUF];
132 char *t;
133
134 if (*s == '/')
135 s++;
136
137 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
138
139 for (t = buf + strlen (buf); *s; s++, t++)
140 if (*s == '/')
141 *t = '@';
142 else
143 *t = *s;
144 *t = 0;
145 return (buf);
146}
147
148
149/*
150 * This function checks if a file with the given path exists.
151 * -1 is returned if it fails, otherwise the mode of the file
152 * is returned.
153 * It tries out all the compression suffixes listed in the uncomp[] array.
154 *
155 * If prepend_dir is set, then we call create_pathname (which prepends
156 * libdir & mapdir). Otherwise, we assume the name given is fully
157 * complete.
158 * Only the editor actually cares about the writablity of this -
159 * the rest of the code only cares that the file is readable.
160 * when the editor goes away, the call to stat should probably be
161 * replaced by an access instead (similar to the windows one, but
162 * that seems to be missing the prepend_dir processing
163 */
164
165int
166check_path (const char *name, int prepend_dir)
167{
168 char buf[MAX_BUF];
169
170#ifndef WIN32
171 char *endbuf;
172 struct stat statbuf;
173 int mode = 0;
174#endif
175
176 if (prepend_dir)
177 strcpy (buf, create_pathname (name));
178 else
179 strcpy (buf, name);
180#ifdef WIN32 /* ***win32: check this sucker in windows style. */
181 return (_access (buf, 0));
182#else
183
184 /* old method (strchr(buf, '\0')) seemd very odd to me -
185 * this method should be equivalant and is clearer.
186 * Can not use strcat because we need to cycle through
187 * all the names.
188 */
189 endbuf = buf + strlen (buf);
190
191 if (stat (buf, &statbuf))
192 return -1;
193 if (!S_ISREG (statbuf.st_mode))
194 return (-1);
195
196 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
197 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 mode |= 2;
203
204 return (mode);
205#endif
206}
207
208/*
209 * Prints out debug-information about a map.
210 * Dumping these at llevError doesn't seem right, but is
211 * necessary to make sure the information is in fact logged.
212 */
213
214void
215dump_map (const mapstruct *m)
216{
217 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
218 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
219
220 if (m->msg != NULL)
221 LOG (llevError, "Message:\n%s", m->msg);
222
223 if (m->maplore != NULL)
224 LOG (llevError, "Lore:\n%s", m->maplore);
225
226 if (m->tmpname != NULL)
227 LOG (llevError, "Tmpname: %s\n", m->tmpname);
228
229 LOG (llevError, "Difficulty: %d\n", m->difficulty);
230 LOG (llevError, "Darkness: %d\n", m->darkness);
231}
232
233/*
234 * Prints out debug-information about all maps.
235 * This basically just goes through all the maps and calls
236 * dump_map on each one.
237 */
238
239void
240dump_all_maps (void)
241{
242 mapstruct *m;
243
244 for (m = first_map; m != NULL; m = m->next)
245 {
246 dump_map (m);
247 }
248}
249 34
250/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
251 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
252 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
253 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
256 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
257 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
258 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
259 */ 44 */
260int 45int
261get_map_flags (mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
262{ 47{
263 sint16 newx, newy; 48 sint16 newx = x;
264 int retval = 0; 49 sint16 newy = y;
265 mapstruct *mp;
266 50
267 if (out_of_map (oldmap, x, y)) 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
268 return P_OUT_OF_MAP; 54 return P_OUT_OF_MAP;
269 newx = x;
270 newy = y;
271 mp = get_map_from_coord (oldmap, &newx, &newy);
272 if (mp != oldmap)
273 retval |= P_NEW_MAP;
274 if (newmap)
275 *newmap = mp;
276 if (nx)
277 *nx = newx;
278 if (ny)
279 *ny = newy;
280 55
281 retval |= mp->spaces[newx + mp->width * newy].flags; 56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
282 59
283 return retval; 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
284} 61}
285
286 62
287/* 63/*
288 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
289 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
290 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
291 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
292 * to block it from moving there. 68 * to block it from moving there.
293 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
294 * monster. 70 * monster.
295 * m, x, y are the target map/coordinates - needed for map tiling. 71 * m, x, y are the target map/coordinates - needed for map tiling.
296 * the coordinates & map passed in should have been updated for tiling 72 * the coordinates & map passed in should have been updated for tiling
297 * by the caller. 73 * by the caller.
298 */ 74 */
299
300int 75int
301blocked_link (object *ob, mapstruct *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
302{ 77{
303 object *tmp;
304 int mflags, blocked;
305
306 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
307 * have already checked this. 79 * have already checked this.
308 */ 80 */
309 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
310 { 82 {
311 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
312 return 1; 84 return 1;
313 } 85 }
314 86
315 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
316 * directly.
317 */
318 mflags = m->spaces[sx + m->width * sy].flags;
319 88
320 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
321 91
322 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
323 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
324 * things we need to do for players. 94 * things we need to do for players.
325 */ 95 */
326 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
327 return 0; 97 return 0;
328 98
329 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
330 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
331 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
332 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
333 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
334 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
335 */ 105 */
336 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
337 return 0; 107 return 0;
338 108
339 if (ob->head != NULL)
340 ob = ob->head; 109 ob = ob->head_ ();
341 110
342 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
343 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
344 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
345 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
346 */ 115 */
347 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
348 { 117 {
349 118 if (OB_MOVE_BLOCK (ob, tmp))
350 /* This must be before the checks below. Code for inventory checkers. */
351 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
352 { 119 {
353 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
354 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
355 * pass through this space. 122 return 1;
356 */ 123 else
357 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
358 { 127 {
359 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
360 return 1; 132 return 1;
361 else 133 }
362 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
363 } 143 }
364 else 144 else
365 { 145 return 1; // unconditional block
366 /* In this case, the player must not have the object - 146
367 * if they do, they can't pass through.
368 */
369 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
370 return 1;
371 else
372 continue;
373 }
374 } /* if check_inv */
375 else 147 } else {
376 { 148 // space does not block the ob, directly, but
377 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
378 * this more readable. first check - if the space blocks 150 // blocks anything
379 * movement, can't move here. 151
380 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
381 * hidden dm 153 && tmp->type != DOOR
382 */ 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
383 if (OB_MOVE_BLOCK (ob, tmp))
384 return 1;
385 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
386 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
387 return 1; 155 return 1;
388 } 156 }
389
390 } 157 }
158
391 return 0; 159 return 0;
392} 160}
393 161
394
395/* 162/*
396 * Returns true if the given object can't fit in the given spot. 163 * Returns the blocking object if the given object can't fit in the given
397 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
398 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
399 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
400 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
401 * 168 *
402 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
403 * 170 *
404 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
405 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
416 * 183 *
417 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
418 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
419 * against the move_block values. 186 * against the move_block values.
420 */ 187 */
421 188bool
422int 189object::blocked (maptile *m, int x, int y) const
423ob_blocked (const object *ob, mapstruct *m, sint16 x, sint16 y)
424{ 190{
425 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
426 int flag;
427 mapstruct *m1;
428 sint16 sx, sy;
429
430 if (ob == NULL)
431 {
432 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
433 if (flag & P_OUT_OF_MAP)
434 return P_OUT_OF_MAP;
435
436 /* don't have object, so don't know what types would block */
437 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
438 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
439 194
440 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 195 if (!pos.normalise ())
441 { 196 return 1;
442 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
443 197
444 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
445 return P_OUT_OF_MAP; 199
446 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
447 return P_IS_ALIVE; 201 return 1;
448 202
449 /* find_first_free_spot() calls this function. However, often 203 /* However, often ob doesn't have any move type
450 * ob doesn't have any move type (when used to place exits) 204 * (signifying non-moving objects)
451 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
452 */ 206 */
453 207 if (!move_type && ms.move_block != MOVE_ALL)
454 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
455 continue; 208 continue;
456 209
457 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
458 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
459 */ 212 */
460 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 213 if (ms.blocks (move_type))
461 return AB_NO_PASS; 214 return 1;
462
463 } 215 }
216
464 return 0; 217 return 0;
465} 218}
466 219
467/* When the map is loaded, load_object does not actually insert objects 220//-GPL
468 * into inventory, but just links them. What this does is go through
469 * and insert them properly.
470 * The object 'container' is the object that contains the inventory.
471 * This is needed so that we can update the containers weight.
472 */
473 221
474void 222void
475fix_container (object *container) 223maptile::set_object_flag (int flag, int value)
476{ 224{
477 object *tmp = container->inv, *next; 225 if (!spaces)
226 return;
478 227
479 container->inv = NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 while (tmp != NULL) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
481 { 230 tmp->flag [flag] = value;
482 next = tmp->below;
483 if (tmp->inv)
484 fix_container (tmp);
485 (void) insert_ob_in_ob (tmp, container);
486 tmp = next;
487 }
488 /* sum_weight will go through and calculate what all the containers are
489 * carrying.
490 */
491 sum_weight (container);
492} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
493 260
494/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
495 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
496 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
497 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
498 * the more sections and not re-add sections for them.
499 */ 265 */
500 266void
501static void 267maptile::link_multipart_objects ()
502link_multipart_objects (mapstruct *m)
503{ 268{
504 int x, y; 269 if (!spaces)
505 object *tmp, *op, *last, *above; 270 return;
506 archetype *at;
507 271
508 for (x = 0; x < MAP_WIDTH (m); x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
509 for (y = 0; y < MAP_HEIGHT (m); y++) 273 {
510 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 274 object *op = ms->bot;
275 while (op)
511 { 276 {
512 above = tmp->above;
513
514 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
515 if (tmp->head || tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
516 continue;
517
518 /* If there is nothing more to this object, this for loop
519 * won't do anything.
520 */
521 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
522 { 279 {
523 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
524 282
525 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
526 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
527 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
528 op->head = tmp; 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
529 op->map = m; 287
530 last->more = op; 288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
531 op->name = tmp->name; 289 // so we have to reset the iteration through the mapspace
532 op->title = tmp->title;
533 /* we could link all the parts onto tmp, and then just
534 * call insert_ob_in_map once, but the effect is the same,
535 * as insert_ob_in_map will call itself with each part, and
536 * the coding is simpler to just to it here with each part.
537 */ 290 }
538 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 291 else
539 } /* for at = tmp->arch->more */ 292 op = op->above;
540 } /* for objects on this space */ 293 }
294 }
541} 295}
296
297//-GPL
542 298
543/* 299/*
544 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
545 * file pointer. 301 * file pointer.
546 * mapflags is the same as we get with load_original_map
547 */ 302 */
548void 303bool
549load_objects (mapstruct *m, object_thawer & fp, int mapflags) 304maptile::_load_objects (object_thawer &f)
550{ 305{
551 int i, j; 306 for (;;)
552 int unique;
553 object *op, *prev = NULL, *last_more = NULL, *otmp;
554
555 op = get_object ();
556 op->map = m; /* To handle buttons correctly */
557
558 while ((i = load_object (fp, op, mapflags)))
559 { 307 {
560 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
561 * got an invalid object. Don't do anything with it - the game 309
562 * or editor will not be able to do anything with it either. 310 switch (f.kw)
563 */
564 if (op->arch == NULL)
565 { 311 {
566 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 {
318 op->carrying = 0;
319 op->update_weight ();
320 }
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
345 }
346
567 continue; 347 continue;
348
349 case KW_EOF:
350 return true;
351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
355 break;
568 } 356 }
569 357
358 f.next ();
359 }
570 360
571 switch (i) 361 return true;
362}
363
364void
365maptile::activate ()
366{
367 if (state != MAP_INACTIVE)
368 return;
369
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
377}
378
379void
380maptile::deactivate ()
381{
382 if (state != MAP_ACTIVE)
383 return;
384
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
390}
391
392bool
393maptile::_save_objects (object_freezer &f, int flags)
394{
395 coroapi::cede_to_tick ();
396
397 if (flags & IO_HEADER)
398 _save_header (f);
399
400 if (!spaces)
401 return false;
402
403 for (int i = 0; i < size (); ++i)
404 {
405 bool unique = 0;
406
407 for (object *op = spaces [i].bot; op; op = op->above)
572 { 408 {
573 case LL_NORMAL: 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
574 /* if we are loading an overlay, put the floors on the bottom */ 410
575 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 411 if (expect_false (!op->can_map_save ()))
576 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); 412 continue;
413
414 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
577 else 415 {
578 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 if (flags & IO_UNIQUES)
579 417 op->write (f);
580 if (op->inv) 418 }
581 sum_weight (op); 419 else if (expect_true (flags & IO_OBJECTS))
582 420 op->write (f);
583 prev = op, last_more = op;
584 break;
585
586 case LL_MORE:
587 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
588 op->head = prev, last_more->more = op, last_more = op;
589 break;
590 } 421 }
591
592 if (mapflags & MAP_STYLE)
593 remove_from_active_list (op);
594
595 op = get_object ();
596 op->map = m;
597 }
598
599 for (i = 0; i < m->width; i++)
600 { 422 }
601 for (j = 0; j < m->height; j++)
602 {
603 unique = 0;
604 /* check for unique items, or unique squares */
605 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
606 {
607 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
608 unique = 1;
609 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
610 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
611 }
612 }
613 }
614 423
615 free_object (op); 424 coroapi::cede_to_tick ();
616 link_multipart_objects (m);
617}
618 425
619/* This saves all the objects on the map in a non destructive fashion. 426 return true;
620 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 427}
621 * and we only save the head of multi part objects - this is needed 428
622 * in order to do map tiling properly. 429bool
430maptile::_save_objects (const char *path, int flags)
431{
432 object_freezer freezer;
433
434 if (!_save_objects (freezer, flags))
435 return false;
436
437 return freezer.save (path);
438}
439
440void
441maptile::init ()
442{
443 state = MAP_SWAPPED;
444
445 /* The maps used to pick up default x and y values from the
446 * map archetype. Mimic that behaviour.
623 */ 447 */
624void 448 width = 16;
625save_objects (mapstruct *m, object_freezer & fp, object_freezer & fp2, int flag) 449 height = 16;
626{ 450 timeout = 300;
627 int i, j = 0, unique = 0; 451 max_items = MAX_ITEM_PER_ACTION;
628 object *op; 452 max_volume = 2000000; // 2m³
453 reset_timeout = 0;
454 enter_x = 0;
455 enter_y = 0;
456}
629 457
630 /* first pass - save one-part objects */ 458maptile::maptile ()
631 for (i = 0; i < MAP_WIDTH (m); i++) 459{
632 for (j = 0; j < MAP_HEIGHT (m); j++) 460 init ();
633 { 461}
634 unique = 0;
635 for (op = get_map_ob (m, i, j); op; op = op->above)
636 {
637 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
638 unique = 1;
639 462
640 if (op->type == PLAYER) 463maptile::maptile (int w, int h)
641 { 464{
642 LOG (llevDebug, "Player on map that is being saved\n"); 465 init ();
643 continue;
644 }
645 466
646 if (op->head || op->owner) 467 width = w;
647 continue; 468 height = h;
648 469
649 if (unique || QUERY_FLAG (op, FLAG_UNIQUE)) 470 alloc ();
650 save_object (fp2, op, 3);
651 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
652 save_object (fp, op, 3);
653
654 } /* for this space */
655 } /* for this j */
656} 471}
657 472
658/* 473/*
659 * Allocates, initialises, and returns a pointer to a mapstruct.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663
664mapstruct *
665get_linked_map (void)
666{
667 mapstruct *map = new mapstruct;
668 mapstruct *mp;
669
670 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
671 if (mp == NULL)
672 first_map = map;
673 else
674 mp->next = map;
675
676 map->in_memory = MAP_SWAPPED;
677 /* The maps used to pick up default x and y values from the
678 * map archetype. Mimic that behaviour.
679 */
680 MAP_WIDTH (map) = 16;
681 MAP_HEIGHT (map) = 16;
682 MAP_RESET_TIMEOUT (map) = 0;
683 MAP_TIMEOUT (map) = 300;
684 MAP_ENTER_X (map) = 0;
685 MAP_ENTER_Y (map) = 0;
686 /*set part to -1 indicating conversion to weather map not yet done */
687 MAP_WORLDPARTX (map) = -1;
688 MAP_WORLDPARTY (map) = -1;
689 return map;
690}
691
692/*
693 * Allocates the arrays contained in a mapstruct. 474 * Allocates the arrays contained in a maptile.
694 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
695 * map. 476 * map.
696 */ 477 */
697
698void 478void
699allocate_map (mapstruct *m) 479maptile::alloc ()
700{ 480{
701 m->in_memory = MAP_IN_MEMORY;
702 /* Log this condition and free the storage. We could I suppose
703 * realloc, but if the caller is presuming the data will be intact,
704 * that is their poor assumption.
705 */
706 if (m->spaces) 481 if (spaces)
707 {
708 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
709 free (m->spaces);
710 }
711
712 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
713
714 if (m->spaces == NULL)
715 fatal (OUT_OF_MEMORY);
716}
717
718/* Create and returns a map of the specific size. Used
719 * in random map code and the editor.
720 */
721mapstruct *
722get_empty_map (int sizex, int sizey)
723{
724 mapstruct *m = get_linked_map ();
725
726 m->width = sizex;
727 m->height = sizey;
728 m->in_memory = MAP_SWAPPED;
729 allocate_map (m);
730 return m; 482 return;
731}
732 483
484 spaces = salloc0<mapspace> (size ());
485}
486
487//+GPL
488
733/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
734 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
735 * at a later date. 491 * at a later date.
736 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
737 */ 493 */
738
739static shopitems * 494static shopitems *
740parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
741{ 496{
742 char *shop_string, *p, *q, *next_semicolon, *next_colon; 497 char *shop_string, *p, *q, *next_semicolon, *next_colon;
743 shopitems *items = NULL; 498 shopitems *items = NULL;
744 int i = 0, number_of_entries = 0; 499 int i = 0, number_of_entries = 0;
745 const typedata *current_type; 500 const typedata *current_type;
746 501
747 shop_string = strdup_local (input_string); 502 shop_string = strdup (input_string);
748 p = shop_string; 503 p = shop_string;
749 /* first we'll count the entries, we'll need that for allocating the array shortly */ 504 /* first we'll count the entries, we'll need that for allocating the array shortly */
750 while (p) 505 while (p)
751 { 506 {
752 p = strchr (p, ';'); 507 p = strchr (p, ';');
753 number_of_entries++; 508 number_of_entries++;
754 if (p) 509 if (p)
755 p++; 510 p++;
756 } 511 }
512
757 p = shop_string; 513 p = shop_string;
758 strip_endline (p); 514 strip_endline (p);
759 items = new shopitems[number_of_entries + 1]; 515 items = new shopitems[number_of_entries + 1];
760 for (i = 0; i < number_of_entries; i++) 516 for (i = 0; i < number_of_entries; i++)
761 { 517 {
762 if (!p) 518 if (!p)
763 { 519 {
764 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 520 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
765 break; 521 break;
766 } 522 }
523
767 next_semicolon = strchr (p, ';'); 524 next_semicolon = strchr (p, ';');
768 next_colon = strchr (p, ':'); 525 next_colon = strchr (p, ':');
769 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 526 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
770 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 527 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
771 items[i].strength = atoi (strchr (p, ':') + 1); 528 items[i].strength = atoi (strchr (p, ':') + 1);
787 *q = '\0'; 544 *q = '\0';
788 545
789 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
790 if (current_type) 547 if (current_type)
791 { 548 {
792 items[i].name = current_type->name; 549 items[i].name = current_type->name;
793 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
794 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
795 } 552 }
796 else 553 else
797 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
798 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
799 */ 556 */
800 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
801 } 558 }
802 } 559 }
560
803 items[i].index = number_of_entries; 561 items[i].index = number_of_entries;
804 if (next_semicolon) 562 if (next_semicolon)
805 p = ++next_semicolon; 563 p = ++next_semicolon;
806 else 564 else
807 p = NULL; 565 p = NULL;
808 } 566 }
567
809 free (shop_string); 568 free (shop_string);
810 return items; 569 return items;
811} 570}
812 571
813/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
814 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
815static void 574static const char *
816print_shop_string (mapstruct *m, char *output_string) 575print_shop_string (maptile *m)
817{ 576{
818 int i; 577 static dynbuf_text buf; buf.clear ();
819 char tmp[MAX_BUF]; 578 bool first = true;
820 579
821 strcpy (output_string, "");
822 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
823 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
824 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
825 { 588 {
826 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
827 {
828 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
829 }
830 else 591 else
831 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
832 } 593 }
833 else 594 else
834 { 595 {
835 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
836 {
837 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
838 }
839 else 598 else
840 sprintf (tmp, "*"); 599 buf.printf ("*");
841 } 600 }
842 strcat (output_string, tmp);
843 } 601 }
602
603 return buf;
844} 604}
605
606//-GPL
845 607
846/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
847 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
848 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
849 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
851 * put all the stuff in the map object so that names actually make 613 * put all the stuff in the map object so that names actually make
852 * sense. 614 * sense.
853 * This could be done in lex (like the object loader), but I think 615 * This could be done in lex (like the object loader), but I think
854 * currently, there are few enough fields this is not a big deal. 616 * currently, there are few enough fields this is not a big deal.
855 * MSW 2001-07-01 617 * MSW 2001-07-01
856 * return 0 on success, 1 on failure.
857 */ 618 */
858 619bool
859static int 620maptile::_load_header (object_thawer &thawer)
860load_map_header (object_thawer & fp, mapstruct *m)
861{ 621{
862 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 622 for (;;)
863 int msgpos = 0;
864 int maplorepos = 0;
865
866 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
867 { 623 {
868 buf[HUGE_BUF - 1] = 0; 624 switch (thawer.kw)
869 key = buf;
870 while (isspace (*key))
871 key++;
872 if (*key == 0)
873 continue; /* empty line */
874 value = strchr (key, ' ');
875 if (!value)
876 { 625 {
877 end = strchr (key, '\n'); 626 case KW_msg:
878 if (end != NULL) 627 thawer.get_ml (KW_endmsg, msg);
879 { 628 break;
880 *end = 0; 629
630 case KW_lore: // deliantra extension
631 thawer.get_ml (KW_endlore, maplore);
881 } 632 break;
633
634 case KW_maplore:
635 thawer.get_ml (KW_endmaplore, maplore);
636 break;
637
638 case KW_arch:
639 if (strcmp (thawer.get_str (), "map"))
640 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
641 break;
642
643 case KW_oid:
644 thawer.get (this, thawer.get_sint32 ());
645 break;
646
647 case KW_file_format_version: break; // nop
648
649 case KW_name: thawer.get (name); break;
650 case KW_attach: thawer.get (attach); break;
651 case KW_reset_time: thawer.get (reset_time); break;
652 case KW_shopgreed: thawer.get (shopgreed); break;
653 case KW_shopmin: thawer.get (shopmin); break;
654 case KW_shopmax: thawer.get (shopmax); break;
655 case KW_shoprace: thawer.get (shoprace); break;
656 case KW_outdoor: thawer.get (outdoor); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
662
663 case KW_region: thawer.get (default_region); break;
664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
665
666 // old names new names
667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
669 case KW_x: case KW_width: thawer.get (width); break;
670 case KW_y: case KW_height: thawer.get (height); break;
671 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
676
677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
687
688 case KW_end:
689 thawer.next ();
690 return true;
691
692 default:
693 if (!thawer.parse_error ("map"))
694 return false;
695 break;
882 } 696 }
883 else
884 {
885 *value = 0;
886 value++;
887 end = strchr (value, '\n');
888 while (isspace (*value))
889 {
890 value++;
891 if (*value == '\0' || value == end)
892 {
893 /* Nothing but spaces. */
894 value = NULL;
895 break;
896 }
897 }
898 }
899 697
900 if (!end) 698 thawer.next ();
901 {
902 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
903 return 1;
904 }
905
906 /* key is the field name, value is what it should be set
907 * to. We've already done the work to null terminate key,
908 * and strip off any leading spaces for both of these.
909 * We have not touched the newline at the end of the line -
910 * these are needed for some values. the end pointer
911 * points to the first of the newlines.
912 * value could be NULL! It would be easy enough to just point
913 * this to "" to prevent cores, but that would let more errors slide
914 * through.
915 *
916 * First check for entries that do not use the value parameter, then
917 * validate that value is given and check for the remaining entries
918 * that use the parameter.
919 */
920
921 if (!strcmp (key, "msg"))
922 {
923 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
924 {
925 if (!strcmp (buf, "endmsg\n"))
926 break;
927 else
928 {
929 /* slightly more efficient than strcat */
930 strcpy (msgbuf + msgpos, buf);
931 msgpos += strlen (buf);
932 }
933 }
934 /* There are lots of maps that have empty messages (eg, msg/endmsg
935 * with nothing between). There is no reason in those cases to
936 * keep the empty message. Also, msgbuf contains garbage data
937 * when msgpos is zero, so copying it results in crashes
938 */
939 if (msgpos != 0)
940 m->msg = strdup_local (msgbuf);
941 }
942 else if (!strcmp (key, "maplore"))
943 {
944 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
945 {
946 if (!strcmp (buf, "endmaplore\n"))
947 break;
948 else
949 {
950 /* slightly more efficient than strcat */
951 strcpy (maplorebuf + maplorepos, buf);
952 maplorepos += strlen (buf);
953 }
954 }
955 if (maplorepos != 0)
956 m->maplore = strdup_local (maplorebuf);
957 }
958 else if (!strcmp (key, "end"))
959 {
960 break;
961 }
962 else if (value == NULL)
963 {
964 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
965 }
966 else if (!strcmp (key, "arch"))
967 {
968 /* This is an oddity, but not something we care about much. */
969 if (strcmp (value, "map\n"))
970 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
971 }
972 else if (!strcmp (key, "name"))
973 {
974 *end = 0;
975 m->name = strdup_local (value);
976 }
977 /* first strcmp value on these are old names supported
978 * for compatibility reasons. The new values (second) are
979 * what really should be used.
980 */
981 else if (!strcmp (key, "oid"))
982 {
983 fp.get (m, atoi (value));
984 }
985 else if (!strcmp (key, "attach"))
986 {
987 m->attach = value;
988 }
989 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
990 {
991 m->enter_x = atoi (value);
992 }
993 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
994 {
995 m->enter_y = atoi (value);
996 }
997 else if (!strcmp (key, "x") || !strcmp (key, "width"))
998 {
999 m->width = atoi (value);
1000 }
1001 else if (!strcmp (key, "y") || !strcmp (key, "height"))
1002 {
1003 m->height = atoi (value);
1004 }
1005 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1006 {
1007 m->reset_timeout = atoi (value);
1008 }
1009 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1010 {
1011 m->timeout = atoi (value);
1012 }
1013 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1014 {
1015 m->difficulty = atoi (value);
1016 }
1017 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1018 {
1019 m->darkness = atoi (value);
1020 }
1021 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1022 {
1023 m->fixed_resettime = atoi (value);
1024 }
1025 else if (!strcmp (key, "unique"))
1026 {
1027 m->unique = atoi (value);
1028 }
1029 else if (!strcmp (key, "template"))
1030 {
1031 m->templatemap = atoi (value);
1032 }
1033 else if (!strcmp (key, "region"))
1034 {
1035 m->region = get_region_by_name (value);
1036 }
1037 else if (!strcmp (key, "shopitems"))
1038 {
1039 *end = 0;
1040 m->shopitems = parse_shop_string (value);
1041 }
1042 else if (!strcmp (key, "shopgreed"))
1043 {
1044 m->shopgreed = atof (value);
1045 }
1046 else if (!strcmp (key, "shopmin"))
1047 {
1048 m->shopmin = atol (value);
1049 }
1050 else if (!strcmp (key, "shopmax"))
1051 {
1052 m->shopmax = atol (value);
1053 }
1054 else if (!strcmp (key, "shoprace"))
1055 {
1056 *end = 0;
1057 m->shoprace = strdup_local (value);
1058 }
1059 else if (!strcmp (key, "outdoor"))
1060 {
1061 m->outdoor = atoi (value);
1062 }
1063 else if (!strcmp (key, "temp"))
1064 {
1065 m->temp = atoi (value);
1066 }
1067 else if (!strcmp (key, "pressure"))
1068 {
1069 m->pressure = atoi (value);
1070 }
1071 else if (!strcmp (key, "humid"))
1072 {
1073 m->humid = atoi (value);
1074 }
1075 else if (!strcmp (key, "windspeed"))
1076 {
1077 m->windspeed = atoi (value);
1078 }
1079 else if (!strcmp (key, "winddir"))
1080 {
1081 m->winddir = atoi (value);
1082 }
1083 else if (!strcmp (key, "sky"))
1084 {
1085 m->sky = atoi (value);
1086 }
1087 else if (!strcmp (key, "nosmooth"))
1088 {
1089 m->nosmooth = atoi (value);
1090 }
1091 else if (!strncmp (key, "tile_path_", 10))
1092 {
1093 int tile = atoi (key + 10);
1094
1095 if (tile < 1 || tile > 4)
1096 {
1097 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1098 }
1099 else
1100 {
1101 char *path;
1102
1103 *end = 0;
1104
1105 if (m->tile_path[tile - 1])
1106 {
1107 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1108 free (m->tile_path[tile - 1]);
1109 m->tile_path[tile - 1] = NULL;
1110 }
1111
1112 if (check_path (value, 1) != -1)
1113 {
1114 /* The unadorned path works. */
1115 path = value;
1116 }
1117 else
1118 {
1119 /* Try again; it could be a relative exit. */
1120
1121 path = path_combine_and_normalize (m->path, value);
1122
1123 if (check_path (path, 1) == -1)
1124 {
1125 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1126 path = NULL;
1127 }
1128 }
1129
1130 if (editor)
1131 {
1132 /* Use the value as in the file. */
1133 m->tile_path[tile - 1] = strdup_local (value);
1134 }
1135 else if (path != NULL)
1136 {
1137 /* Use the normalized value. */
1138 m->tile_path[tile - 1] = strdup_local (path);
1139 }
1140 } /* end if tile direction (in)valid */
1141 }
1142 else
1143 {
1144 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1145 }
1146 }
1147 if (!key || strcmp (key, "end"))
1148 { 699 }
1149 LOG (llevError, "Got premature eof on map header!\n");
1150 return 1;
1151 }
1152 return 0;
1153}
1154 700
1155/* 701 abort ();
1156 * Opens the file "filename" and reads information about the map
1157 * from the given file, and stores it in a newly allocated
1158 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1159 * flags correspond to those in map.h. Main ones used are
1160 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1161 * MAP_BLOCK, in which case we block on this load. This happens in all
1162 * cases, no matter if this flag is set or not.
1163 * MAP_STYLE: style map - don't add active objects, don't add to server
1164 * managed map list.
1165 */
1166
1167mapstruct *
1168load_original_map (const char *filename, int flags)
1169{
1170 mapstruct *m;
1171 char pathname[MAX_BUF];
1172
1173 if (flags & MAP_PLAYER_UNIQUE)
1174 strcpy (pathname, filename);
1175 else if (flags & MAP_OVERLAY)
1176 strcpy (pathname, create_overlay_pathname (filename));
1177 else
1178 strcpy (pathname, create_pathname (filename));
1179
1180 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1181
1182 object_thawer thawer (pathname);
1183
1184 if (!thawer)
1185 return 0;
1186
1187 m = get_linked_map ();
1188
1189 strcpy (m->path, filename);
1190 if (load_map_header (thawer, m))
1191 {
1192 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1193 delete_map (m);
1194 return NULL;
1195 }
1196
1197 allocate_map (m);
1198
1199 m->in_memory = MAP_LOADING;
1200 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1201
1202 m->in_memory = MAP_IN_MEMORY;
1203 if (!MAP_DIFFICULTY (m))
1204 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1205 set_map_reset_time (m);
1206 m->instantiate ();
1207 return (m);
1208} 702}
1209 703
1210/* 704//+GPL
1211 * Loads a map, which has been loaded earlier, from file.
1212 * Return the map object we load into (this can change from the passed
1213 * option if we can't find the original map)
1214 */
1215
1216static mapstruct *
1217load_temporary_map (mapstruct *m)
1218{
1219 char buf[MAX_BUF];
1220
1221 if (!m->tmpname)
1222 {
1223 LOG (llevError, "No temporary filename for map %s\n", m->path);
1224 strcpy (buf, m->path);
1225 delete_map (m);
1226 m = load_original_map (buf, 0);
1227 if (m == NULL)
1228 return NULL;
1229 fix_auto_apply (m); /* Chests which open as default */
1230 return m;
1231 }
1232
1233 object_thawer thawer (m->tmpname);
1234
1235 if (!thawer)
1236 {
1237 strcpy (buf, m->path);
1238 delete_map (m);
1239 m = load_original_map (buf, 0);
1240 if (!m)
1241 return NULL;
1242 fix_auto_apply (m); /* Chests which open as default */
1243 return m;
1244 }
1245
1246 if (load_map_header (thawer, m))
1247 {
1248 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1249 delete_map (m);
1250 m = load_original_map (m->path, 0);
1251 return NULL;
1252 }
1253 allocate_map (m);
1254
1255 m->in_memory = MAP_LOADING;
1256 load_objects (m, thawer, 0);
1257
1258 m->in_memory = MAP_IN_MEMORY;
1259 INVOKE_MAP (SWAPIN, m);
1260 return m;
1261}
1262
1263/*
1264 * Loads a map, which has been loaded earlier, from file.
1265 * Return the map object we load into (this can change from the passed
1266 * option if we can't find the original map)
1267 */
1268
1269mapstruct *
1270load_overlay_map (const char *filename, mapstruct *m)
1271{
1272 char pathname[MAX_BUF];
1273
1274 strcpy (pathname, create_overlay_pathname (filename));
1275
1276 object_thawer thawer (pathname);
1277
1278 if (!thawer)
1279 return m;
1280
1281 if (load_map_header (thawer, m))
1282 {
1283 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1284 delete_map (m);
1285 m = load_original_map (m->path, 0);
1286 return NULL;
1287 }
1288 /*allocate_map(m); */
1289
1290 m->in_memory = MAP_LOADING;
1291 load_objects (m, thawer, MAP_OVERLAY);
1292
1293 m->in_memory = MAP_IN_MEMORY;
1294 return m;
1295}
1296 705
1297/****************************************************************************** 706/******************************************************************************
1298 * This is the start of unique map handling code 707 * This is the start of unique map handling code
1299 *****************************************************************************/ 708 *****************************************************************************/
1300 709
1301/* This goes through map 'm' and removed any unique items on the map. */ 710/* This goes through the maptile and removed any unique items on the map. */
1302static void 711void
1303delete_unique_items (mapstruct *m) 712maptile::clear_unique_items ()
1304{ 713{
1305 int i, j, unique; 714 for (int i = 0; i < size (); ++i)
1306 object *op, *next;
1307
1308 for (i = 0; i < MAP_WIDTH (m); i++)
1309 for (j = 0; j < MAP_HEIGHT (m); j++)
1310 { 715 {
1311 unique = 0; 716 int unique = 0;
1312 for (op = get_map_ob (m, i, j); op; op = next) 717 for (object *op = spaces [i].bot; op; )
718 {
719 object *above = op->above;
720
721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
722 unique = 1;
723
724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
725 op->destroy ();
726
727 op = above;
728 }
729 }
730}
731
732//-GPL
733
734bool
735maptile::_save_header (object_freezer &freezer)
736{
737#define MAP_OUT(k) freezer.put (KW(k), k)
738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
739
740 MAP_OUT2 (arch, CS(map));
741
742 if (name) MAP_OUT (name);
743 MAP_OUT (swap_time);
744 MAP_OUT (reset_time);
745 MAP_OUT (reset_timeout);
746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
749 MAP_OUT (difficulty);
750 if (default_region) MAP_OUT2 (region, default_region->name);
751
752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
753 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin);
755 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace);
757
758 MAP_OUT (width);
759 MAP_OUT (height);
760 MAP_OUT (enter_x);
761 MAP_OUT (enter_y);
762 MAP_OUT (darkness);
763 MAP_OUT (outdoor);
764
765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767
768 MAP_OUT (per_player);
769 MAP_OUT (per_party);
770
771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
777
778 freezer.put (this);
779 freezer.put (KW(end));
780
781 return true;
782}
783
784bool
785maptile::_save_header (const char *path)
786{
787 object_freezer freezer;
788
789 if (!_save_header (freezer))
790 return false;
791
792 return freezer.save (path);
793}
794
795//+GPL
796
797/*
798 * Remove and free all objects in the given map.
799 */
800void
801maptile::clear ()
802{
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
1313 { 807 {
808 // manually remove, as to not trigger anything
1314 next = op->above; 809 if (ms->bot = op->above)
1315 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 810 ms->bot->below = 0;
1316 unique = 1; 811
1317 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
815 if (op == head)
816 op->destroy ();
817 else if (head->map != op->map)
1318 { 818 {
1319 clean_object (op); 819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1320 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 820 head->destroy ();
1321 remove_button_link (op);
1322 remove_ob (op);
1323 free_object (op);
1324 } 821 }
1325 } 822 }
823
824 sfree0 (spaces, size ());
1326 } 825 }
1327}
1328 826
1329
1330/*
1331 * Loads unique objects from file(s) into the map which is in memory
1332 * m is the map to load unique items into.
1333 */
1334static void
1335load_unique_objects (mapstruct *m)
1336{
1337 int count;
1338 char firstname[MAX_BUF];
1339
1340 for (count = 0; count < 10; count++)
1341 {
1342 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1343 if (!access (firstname, R_OK))
1344 break;
1345 }
1346 /* If we get here, we did not find any map */
1347 if (count == 10)
1348 return;
1349
1350 object_thawer thawer (firstname);
1351
1352 if (!thawer)
1353 return;
1354
1355 m->in_memory = MAP_LOADING;
1356 if (m->tmpname == NULL) /* if we have loaded unique items from */
1357 delete_unique_items (m); /* original map before, don't duplicate them */
1358 load_objects (m, thawer, 0);
1359
1360 m->in_memory = MAP_IN_MEMORY;
1361}
1362
1363
1364/*
1365 * Saves a map to file. If flag is set, it is saved into the same
1366 * file it was (originally) loaded from. Otherwise a temporary
1367 * filename will be genarated, and the file will be stored there.
1368 * The temporary filename will be stored in the mapstructure.
1369 * If the map is unique, we also save to the filename in the map
1370 * (this should have been updated when first loaded)
1371 */
1372
1373int
1374new_save_map (mapstruct *m, int flag)
1375{
1376 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1377 int i;
1378
1379 if (flag && !*m->path)
1380 {
1381 LOG (llevError, "Tried to save map without path.\n");
1382 return -1;
1383 }
1384
1385 if (flag || (m->unique) || (m->templatemap))
1386 {
1387 if (!m->unique && !m->templatemap)
1388 { /* flag is set */
1389 if (flag == 2)
1390 strcpy (filename, create_overlay_pathname (m->path));
1391 else
1392 strcpy (filename, create_pathname (m->path));
1393 }
1394 else
1395 strcpy (filename, m->path);
1396
1397 make_path_to_file (filename);
1398 }
1399 else
1400 {
1401 if (!m->tmpname)
1402 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1403
1404 strcpy (filename, m->tmpname);
1405 }
1406
1407 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1408 m->in_memory = MAP_SAVING;
1409
1410 object_freezer freezer;
1411
1412 /* legacy */
1413 fprintf (freezer, "arch map\n");
1414 if (m->name)
1415 fprintf (freezer, "name %s\n", m->name);
1416 if (!flag)
1417 fprintf (freezer, "swap_time %d\n", m->swap_time);
1418 if (m->reset_timeout)
1419 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1420 if (m->fixed_resettime)
1421 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1422 /* we unfortunately have no idea if this is a value the creator set
1423 * or a difficulty value we generated when the map was first loaded
1424 */
1425 if (m->difficulty)
1426 fprintf (freezer, "difficulty %d\n", m->difficulty);
1427 if (m->region)
1428 fprintf (freezer, "region %s\n", m->region->name);
1429 if (m->shopitems)
1430 {
1431 print_shop_string (m, shop);
1432 fprintf (freezer, "shopitems %s\n", shop);
1433 }
1434 if (m->shopgreed)
1435 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1436#ifndef WIN32
1437 if (m->shopmin)
1438 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1439 if (m->shopmax)
1440 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1441#else
1442 if (m->shopmin)
1443 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1444 if (m->shopmax)
1445 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1446#endif
1447 if (m->shoprace)
1448 fprintf (freezer, "shoprace %s\n", m->shoprace);
1449 if (m->darkness)
1450 fprintf (freezer, "darkness %d\n", m->darkness);
1451 if (m->width)
1452 fprintf (freezer, "width %d\n", m->width);
1453 if (m->height)
1454 fprintf (freezer, "height %d\n", m->height);
1455 if (m->enter_x)
1456 fprintf (freezer, "enter_x %d\n", m->enter_x);
1457 if (m->enter_y)
1458 fprintf (freezer, "enter_y %d\n", m->enter_y);
1459 if (m->msg)
1460 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1461 if (m->maplore)
1462 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1463 if (m->unique)
1464 fprintf (freezer, "unique %d\n", m->unique);
1465 if (m->templatemap)
1466 fprintf (freezer, "template %d\n", m->templatemap);
1467 if (m->outdoor)
1468 fprintf (freezer, "outdoor %d\n", m->outdoor);
1469 if (m->temp)
1470 fprintf (freezer, "temp %d\n", m->temp);
1471 if (m->pressure)
1472 fprintf (freezer, "pressure %d\n", m->pressure);
1473 if (m->humid)
1474 fprintf (freezer, "humid %d\n", m->humid);
1475 if (m->windspeed)
1476 fprintf (freezer, "windspeed %d\n", m->windspeed);
1477 if (m->winddir)
1478 fprintf (freezer, "winddir %d\n", m->winddir);
1479 if (m->sky)
1480 fprintf (freezer, "sky %d\n", m->sky);
1481 if (m->nosmooth)
1482 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1483
1484 /* Save any tiling information, except on overlays */
1485 if (flag != 2)
1486 for (i = 0; i < 4; i++)
1487 if (m->tile_path[i])
1488 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1489
1490 freezer.put (m);
1491 fprintf (freezer, "end\n");
1492
1493 /* In the game save unique items in the different file, but
1494 * in the editor save them to the normal map file.
1495 * If unique map, save files in the proper destination (set by
1496 * player)
1497 */
1498 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1499 {
1500 object_freezer unique;
1501
1502 if (flag == 2)
1503 save_objects (m, freezer, unique, 2);
1504 else
1505 save_objects (m, freezer, unique, 0);
1506
1507 sprintf (buf, "%s.v00", create_items_path (m->path));
1508
1509 unique.save (buf);
1510 }
1511 else
1512 { /* save same file when not playing, like in editor */
1513 save_objects (m, freezer, freezer, 0);
1514 }
1515
1516 freezer.save (filename);
1517
1518 return 0;
1519}
1520
1521
1522/*
1523 * Remove and free all objects in the inventory of the given object.
1524 * object.c ?
1525 */
1526
1527void
1528clean_object (object *op)
1529{
1530 object *tmp, *next;
1531
1532 for (tmp = op->inv; tmp; tmp = next)
1533 {
1534 next = tmp->below;
1535 clean_object (tmp);
1536 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1537 remove_button_link (tmp);
1538 remove_ob (tmp);
1539 free_object (tmp);
1540 }
1541}
1542
1543/*
1544 * Remove and free all objects in the given map.
1545 */
1546
1547void
1548free_all_objects (mapstruct *m)
1549{
1550 int i, j;
1551 object *op;
1552
1553 for (i = 0; i < MAP_WIDTH (m); i++)
1554 for (j = 0; j < MAP_HEIGHT (m); j++)
1555 {
1556 object *previous_obj = NULL;
1557
1558 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1559 {
1560 if (op == previous_obj)
1561 {
1562 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1563 break;
1564 }
1565 previous_obj = op;
1566 if (op->head != NULL)
1567 op = op->head;
1568
1569 /* If the map isn't in memory, free_object will remove and
1570 * free objects in op's inventory. So let it do the job.
1571 */
1572 if (m->in_memory == MAP_IN_MEMORY)
1573 clean_object (op);
1574 remove_ob (op);
1575 free_object (op);
1576 }
1577 }
1578}
1579
1580/*
1581 * Frees everything allocated by the given mapstructure.
1582 * don't free tmpname - our caller is left to do that
1583 */
1584
1585void
1586free_map (mapstruct *m, int flag)
1587{
1588 int i;
1589
1590 if (!m->in_memory)
1591 {
1592 LOG (llevError, "Trying to free freed map.\n");
1593 return;
1594 }
1595 if (flag && m->spaces)
1596 free_all_objects (m);
1597 if (m->name)
1598 FREE_AND_CLEAR (m->name);
1599 if (m->spaces)
1600 FREE_AND_CLEAR (m->spaces);
1601 if (m->msg)
1602 FREE_AND_CLEAR (m->msg);
1603 if (m->maplore)
1604 FREE_AND_CLEAR (m->maplore);
1605 if (m->shopitems)
1606 delete[]m->shopitems;
1607 m->shopitems = 0;
1608 if (m->shoprace)
1609 FREE_AND_CLEAR (m->shoprace);
1610 if (m->buttons) 827 if (buttons)
1611 free_objectlinkpt (m->buttons); 828 free_objectlinkpt (buttons), buttons = 0;
1612 m->buttons = NULL;
1613 for (i = 0; i < 4; i++)
1614 {
1615 if (m->tile_path[i])
1616 FREE_AND_CLEAR (m->tile_path[i]);
1617 m->tile_map[i] = NULL;
1618 }
1619 m->in_memory = MAP_SWAPPED;
1620}
1621 829
1622/* 830 sfree0 (regions, size ());
1623 * function: vanish mapstruct 831 delete [] regionmap; regionmap = 0;
1624 * m : pointer to mapstruct, if NULL no action 832}
1625 * this deletes all the data on the map (freeing pointers)
1626 * and then removes this map from the global linked list of maps.
1627 */
1628 833
1629void 834void
1630delete_map (mapstruct *m) 835maptile::clear_header ()
1631{ 836{
1632 mapstruct *tmp, *last; 837 name = 0;
1633 int i; 838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
1634 842
1635 if (!m) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
1636 return; 844 tile_path [i] = 0;
845}
1637 846
1638 m->clear (); 847maptile::~maptile ()
848{
849 assert (destroyed ());
850}
1639 851
1640 if (m->in_memory == MAP_IN_MEMORY) 852void
1641 { 853maptile::clear_links_to (maptile *m)
1642 /* change to MAP_SAVING, even though we are not, 854{
1643 * so that remove_ob doesn't do as much work.
1644 */
1645 m->in_memory = MAP_SAVING;
1646 free_map (m, 1);
1647 }
1648 /* move this out of free_map, since tmpname can still be needed if
1649 * the map is swapped out.
1650 */
1651 if (m->tmpname)
1652 {
1653 free (m->tmpname);
1654 m->tmpname = NULL;
1655 }
1656 last = NULL;
1657 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
1658 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
1659 * tiling can be assymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
1660 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
1661 */ 859 */
1662 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
1663 {
1664 if (tmp->next == m)
1665 last = tmp;
1666
1667 /* This should hopefully get unrolled on a decent compiler */
1668 for (i = 0; i < 4; i++)
1669 if (tmp->tile_map[i] == m) 861 if (tile_map[i] == m)
1670 tmp->tile_map[i] = NULL; 862 tile_map[i] = 0;
1671 } 863}
1672 864
1673 /* If last is null, then this should be the first map in the list */ 865void
866maptile::do_destroy ()
867{
868 attachable::do_destroy ();
869
870 clear ();
871}
872
873/* decay and destroy perishable items in a map */
874// TODO: should be done regularly, not on map load?
875void
876maptile::do_decay_objects ()
877{
1674 if (!last) 878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1675 { 883 {
1676 if (m == first_map) 884 above = op->above;
1677 first_map = m->next; 885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
1678 else 917 else
1679 /* m->path is a static char, so should hopefully still have
1680 * some useful data in it.
1681 */
1682 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1683 }
1684 else
1685 last->next = m->next;
1686
1687 delete m;
1688}
1689
1690
1691
1692/*
1693 * Makes sure the given map is loaded and swapped in.
1694 * name is path name of the map.
1695 * flags meaning:
1696 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1697 * and don't do unique items or the like.
1698 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1699 * dont do any more name translation on it.
1700 *
1701 * Returns a pointer to the given map.
1702 */
1703
1704mapstruct *
1705ready_map_name (const char *name, int flags)
1706{
1707 mapstruct *m;
1708
1709 if (!name)
1710 return (NULL);
1711
1712 /* Have we been at this level before? */
1713 m = has_been_loaded (name);
1714
1715 /* Map is good to go, so just return it */
1716 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1717 {
1718 return m;
1719 }
1720
1721 /* unique maps always get loaded from their original location, and never
1722 * a temp location. Likewise, if map_flush is set, or we have never loaded
1723 * this map, load it now. I removed the reset checking from here -
1724 * it seems the probability of a player trying to enter a map that should
1725 * reset but hasn't yet is quite low, and removing that makes this function
1726 * a bit cleaner (and players probably shouldn't rely on exact timing for
1727 * resets in any case - if they really care, they should use the 'maps command.
1728 */
1729 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1730 {
1731
1732 /* first visit or time to reset */
1733 if (m)
1734 { 918 {
1735 clean_tmp_map (m); /* Doesn't make much difference */ 919 int mat = op->materials;
1736 delete_map (m); 920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
932 )
933 destroy = 1;
1737 } 934 }
1738 935
1739 /* create and load a map */ 936 /* adjust overall chance below */
1740 if (flags & MAP_PLAYER_UNIQUE) 937 if (destroy && rndm (0, 1))
1741 LOG (llevDebug, "Trying to load map %s.\n", name); 938 op->destroy ();
1742 else
1743 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1744
1745 //eval_pv ("$x = Event::time", 1);//D
1746 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1747 return (NULL);
1748 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1749
1750 fix_auto_apply (m); /* Chests which open as default */
1751
1752 /* If a player unique map, no extra unique object file to load.
1753 * if from the editor, likewise.
1754 */
1755 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1756 load_unique_objects (m);
1757
1758 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1759 {
1760 m = load_overlay_map (name, m);
1761 if (m == NULL)
1762 return NULL;
1763 } 939 }
1764
1765 if (flags & MAP_PLAYER_UNIQUE)
1766 INVOKE_MAP (SWAPIN, m);
1767
1768 }
1769 else
1770 {
1771 /* If in this loop, we found a temporary map, so load it up. */
1772
1773 m = load_temporary_map (m);
1774 if (m == NULL)
1775 return NULL;
1776 load_unique_objects (m);
1777
1778 clean_tmp_map (m);
1779 m->in_memory = MAP_IN_MEMORY;
1780 /* tempnam() on sun systems (probably others) uses malloc
1781 * to allocated space for the string. Free it here.
1782 * In some cases, load_temporary_map above won't find the
1783 * temporary map, and so has reloaded a new map. If that
1784 * is the case, tmpname is now null
1785 */
1786 if (m->tmpname)
1787 free (m->tmpname);
1788 m->tmpname = NULL;
1789 /* It's going to be saved anew anyway */
1790 }
1791
1792 /* Below here is stuff common to both first time loaded maps and
1793 * temp maps.
1794 */
1795
1796 decay_objects (m); /* start the decay */
1797 /* In case other objects press some buttons down */
1798 update_buttons (m);
1799 if (m->outdoor)
1800 set_darkness_map (m);
1801 /* run the weather over this map */
1802 weather_effect (name);
1803 return m;
1804} 940}
1805
1806 941
1807/* 942/*
1808 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1809 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1810 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1811 * 946 *
1812 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1813 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1814 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1815 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1816 */ 951 */
1817
1818int 952int
1819calculate_difficulty (mapstruct *m) 953maptile::estimate_difficulty () const
1820{ 954{
1821 object *op;
1822 archetype *at;
1823 int x, y, i;
1824 long monster_cnt = 0; 955 long monster_cnt = 0;
1825 double avgexp = 0; 956 double avgexp = 0;
1826 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1827 958
1828 if (MAP_DIFFICULTY (m)) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1829 { 960 for (object *op = ms->bot; op; op = op->above)
1830 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1831 return MAP_DIFFICULTY (m);
1832 }
1833
1834 for (x = 0; x < MAP_WIDTH (m); x++)
1835 for (y = 0; y < MAP_HEIGHT (m); y++)
1836 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1837 { 961 {
1838 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1839 { 963 {
1840 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1841 monster_cnt++; 965 monster_cnt++;
1842 } 966 }
1843 967
1844 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1845 { 969 {
1846 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1847 at = type_to_archetype (GENERATE_TYPE (op));
1848 971
1849 if (at != NULL) 972 if (archetype *at = op->other_arch)
973 {
1850 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1851
1852 monster_cnt++; 975 monster_cnt++;
1853 } 976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1854 } 983 }
984 }
1855 985
1856 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1857 987
1858 for (i = 1; i <= settings.max_level; i++) 988 for (int i = 1; i <= settings.max_level; i++)
1859 {
1860 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 989 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1861 {
1862 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1863 return i; 990 return i;
1864 }
1865 }
1866 991
1867 return 1; 992 return 1;
1868}
1869
1870void
1871clean_tmp_map (mapstruct *m)
1872{
1873 if (m->tmpname == NULL)
1874 return;
1875 INVOKE_MAP (CLEAN, m);
1876 (void) unlink (m->tmpname);
1877}
1878
1879void
1880free_all_maps (void)
1881{
1882 int real_maps = 0;
1883
1884 while (first_map)
1885 {
1886 /* I think some of the callers above before it gets here set this to be
1887 * saving, but we still want to free this data
1888 */
1889 if (first_map->in_memory == MAP_SAVING)
1890 first_map->in_memory = MAP_IN_MEMORY;
1891 delete_map (first_map);
1892 real_maps++;
1893 }
1894 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1895} 993}
1896 994
1897/* change_map_light() - used to change map light level (darkness) 995/* change_map_light() - used to change map light level (darkness)
1898 * up or down. Returns true if successful. It should now be 996 * up or down. Returns true if successful. It should now be
1899 * possible to change a value by more than 1. 997 * possible to change a value by more than 1.
1900 * Move this from los.c to map.c since this is more related 998 * Move this from los.c to map.c since this is more related
1901 * to maps than los. 999 * to maps than los.
1902 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1903 */ 1001 */
1904
1905int 1002int
1906change_map_light (mapstruct *m, int change) 1003maptile::change_map_light (int change)
1907{ 1004{
1908 int new_level = m->darkness + change;
1909
1910 /* Nothing to do */ 1005 /* Nothing to do */
1911 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1006 if (!change)
1912 {
1913 return 0; 1007 return 0;
1914 }
1915 1008
1916 /* inform all players on the map */ 1009 /* inform all players on the map */
1917 if (change > 0) 1010 if (change > 0)
1918 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1919 else 1012 else
1920 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1921 1014
1922 /* Do extra checking. since m->darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1923 * we need to be extra careful about negative values.
1924 * In general, the checks below are only needed if change
1925 * is not +/-1
1926 */
1927 if (new_level < 0)
1928 m->darkness = 0;
1929 else if (new_level >= MAX_DARKNESS)
1930 m->darkness = MAX_DARKNESS;
1931 else
1932 m->darkness = new_level;
1933 1016
1934 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1935 update_all_map_los (m); 1018 update_all_map_los (this);
1019
1936 return 1; 1020 return 1;
1937} 1021}
1938 1022
1939
1940/* 1023/*
1941 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1942 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1943 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1944 * through, etc) 1027 * through, etc)
1945 */ 1028 */
1946void 1029void
1947update_position (mapstruct *m, int x, int y) 1030mapspace::update_ ()
1948{ 1031{
1949 object *tmp, *last = NULL; 1032 object *last = 0;
1950 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1951 New_Face *top, *floor, *middle; 1034 sint8 light = 0;
1952 object *top_obj, *floor_obj, *middle_obj;
1953 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1954 1040
1955 oldflags = GET_MAP_FLAGS (m, x, y); 1041 //object *middle = 0;
1956 if (!(oldflags & P_NEED_UPDATE)) 1042 //object *top = 0;
1957 { 1043 //object *floor = 0;
1958 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1044 // this seems to generate better code than using locals, above
1959 return; 1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1050
1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1960 } 1052 {
1961 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1962 middle = blank_face;
1963 top = blank_face;
1964 floor = blank_face;
1965
1966 middle_obj = NULL;
1967 top_obj = NULL;
1968 floor_obj = NULL;
1969
1970 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1971 {
1972
1973 /* This could be made additive I guess (two lights better than
1974 * one). But if so, it shouldn't be a simple additive - 2
1975 * light bulbs do not illuminate twice as far as once since
1976 * it is a disapation factor that is squared (or is it cubed?)
1977 */
1978 if (tmp->glow_radius > light)
1979 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1980 1055
1981 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1982 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1983 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1984 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1985 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1986 * 1061 *
1987 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1988 */ 1063 */
1989 if (!tmp->invisible) 1064 if (expect_true (!tmp->invisible))
1990 { 1065 {
1991 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1992 {
1993 top = tmp->face;
1994 top_obj = tmp; 1067 top = tmp;
1995 } 1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1996 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1997 { 1069 {
1998 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1999 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
2000 */ 1072 */
2001 middle = blank_face; 1073 middle = 0;
2002 top = blank_face; 1074 top = 0;
2003 floor = tmp->face;
2004 floor_obj = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
2005 } 1078 }
2006 /* Flag anywhere have high priority */ 1079 else
2007 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2008 { 1080 {
2009 middle = tmp->face; 1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
2010 1086
2011 middle_obj = tmp; 1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
2012 anywhere = 1; 1089 anywhere = tmp;
2013 } 1090
2014 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
2015 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
2016 * top 1093 * top
2017 */ 1094 */
2018 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
2019 { 1096 {
2020 middle = tmp->face; 1097 middle_visibility = ::faces [tmp->face].visibility;
2021 middle_obj = tmp; 1098 middle = tmp;
1099 }
2022 } 1100 }
2023 } 1101 }
2024 if (tmp == tmp->above)
2025 {
2026 LOG (llevError, "Error in structure of map\n");
2027 exit (-1);
2028 }
2029 1102
2030 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
2031 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
2032 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
2033 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
2034 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
2035 1108
2036 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1109 allflags |= tmp->flag;
2037 flags |= P_IS_ALIVE; 1110
2038 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
2039 flags |= P_NO_MAGIC;
2040 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2041 flags |= P_NO_CLERIC;
2042 if (tmp->type == SAFE_GROUND) 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2043 flags |= P_SAFE;
2044
2045 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2046 flags |= P_BLOCKSVIEW;
2047 } /* for stack of objects */
2048
2049 /* we don't want to rely on this function to have accurate flags, but
2050 * since we're already doing the work, we calculate them here.
2051 * if they don't match, logic is broken someplace.
2052 */
2053 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2054 { 1113 }
2055 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1114
2056 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1115 // FLAG_SEE_ANYWHERE takes precedence
2057 } 1116 if (anywhere)
2058 SET_MAP_FLAGS (m, x, y, flags); 1117 middle = anywhere;
2059 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1118
2060 SET_MAP_MOVE_ON (m, x, y, move_on); 1119 // ORing all flags together and checking them here is much faster
2061 SET_MAP_MOVE_OFF (m, x, y, move_off); 1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2062 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1126 this->flags_ = flags;
1127 this->move_block = move_block & ~move_allow;
1128 this->move_on = move_on;
1129 this->move_off = move_off;
1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2063 1133
2064 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
2065 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
2066 * this point. 1136 * this point.
2067 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
2068 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
2069 * 1139 *
2070 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
2071 */ 1141 */
2072 1142
2073 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
2074 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
2075 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
2076 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
2077 */ 1147 */
2078 if (top == middle) 1148 if (top == middle)
2079 middle = blank_face; 1149 middle = 0;
2080 1150
2081 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
2082 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
2083 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
2084 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
2085 */ 1155 */
2086 1156
2087 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
2088 { 1158 {
2089 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
2090 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
2091 break; 1161 break;
2092 1162
2093 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
2094 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
2095 break; 1165 break;
2096 1166
2097 /* Only show visible faces, unless its the editor - show all */ 1167 /* Only show visible faces */
2098 if (!tmp->invisible || editor) 1168 if (!tmp->invisible)
2099 { 1169 {
2100 /* Fill in top if needed */ 1170 /* Fill in top if needed */
2101 if (top == blank_face) 1171 if (!top)
2102 { 1172 {
2103 top = tmp->face;
2104 top_obj = tmp; 1173 top = tmp;
2105 if (top == middle) 1174 if (top == middle)
2106 middle = blank_face; 1175 middle = 0;
2107 } 1176 }
2108 else 1177 else
2109 { 1178 {
2110 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
2111 * middle is not set 1180 * middle is not set
2112 * 1181 *
2113 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
2114 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
2115 * 1184 *
2116 */ 1185 */
2117 if (tmp->face != top) 1186 if (tmp != top)
2118 { 1187 {
2119 middle = tmp->face;
2120 middle_obj = tmp; 1188 middle = tmp;
2121 break; 1189 break;
2122 } 1190 }
2123 } 1191 }
2124 } 1192 }
2125 } 1193 }
1194
2126 if (middle == floor) 1195 if (middle == floor)
2127 middle = blank_face; 1196 middle = 0;
1197
2128 if (top == middle) 1198 if (top == middle)
2129 middle = blank_face; 1199 middle = 0;
2130 SET_MAP_FACE (m, x, y, top, 0);
2131 if (top != blank_face)
2132 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2133 else
2134 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2135 SET_MAP_FACE (m, x, y, middle, 1);
2136 if (middle != blank_face)
2137 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2138 else
2139 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2140 SET_MAP_FACE (m, x, y, floor, 2);
2141 if (floor != blank_face)
2142 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2143 else
2144 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2145 SET_MAP_LIGHT (m, x, y, light);
2146}
2147 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
2148 1205
2149void 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2150set_map_reset_time (mapstruct *map) 1207 {
2151{ 1208 mapspace &ms = m->at (floor->x, floor->y);
2152 int timeout; 1209 ms.update ();
2153 1210
2154 timeout = MAP_RESET_TIMEOUT (map); 1211 if (object *floor2 = ms.faces_obj [2])
2155 if (timeout <= 0) 1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
2156 timeout = MAP_DEFAULTRESET; 1213 {
2157 if (timeout >= MAP_MAXRESET) 1214 floor->set_anim_frame (1);
2158 timeout = MAP_MAXRESET; 1215 top = floor;
2159 MAP_WHEN_RESET (map) = seconds () + timeout; 1216 middle = ms.faces_obj [0];
2160} 1217 floor = floor2;
1218 }
2161 1219
2162/* this updates the orig_map->tile_map[tile_num] value after loading 1220 ms.pflags |= PF_VIS_UP;
2163 * the map. It also takes care of linking back the freshly loaded 1221 }
2164 * maps tile_map values if it tiles back to this one. It returns 1222 }
2165 * the value of orig_map->tile_map[tile_num]. It really only does this
2166 * so that it is easier for calling functions to verify success.
2167 */
2168 1223
2169static mapstruct * 1224#if 0
2170load_and_link_tiled_map (mapstruct *orig_map, int tile_num) 1225 faces_obj [0] = top;
2171{ 1226 faces_obj [1] = middle;
2172 int dest_tile = (tile_num + 2) % 4; 1227 faces_obj [2] = floor;
2173 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1228#endif
1229}
2174 1230
2175 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
2176 1237
2177 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1238 pflags &= ~PF_VIS_UP;
2178 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))
2179 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2180 1239
2181 return orig_map->tile_map[tile_num]; 1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1246maptile::tile_available (int dir, bool load)
1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1290 return 0;
2182} 1291}
2183 1292
2184/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
2185 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
2186 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
2187 * This is the function should always be used when it 1296 * This is the function should always be used when it
2188 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
2189 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
2190 * tiled maps. 1299 * tiled maps.
2191 *
2192 *
2193 */ 1300 */
2194int 1301int
2195out_of_map (mapstruct *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
2196{ 1303{
2197
2198 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
2199 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
2200 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
2201 */ 1307 */
2202 if (!m) 1308 if (!m)
2203 return 0; 1309 return 0;
2204 1310
2205 if (x < 0) 1311 if (x < 0)
2206 { 1312 {
2207 if (!m->tile_path[3]) 1313 if (!m->tile_available (TILE_WEST))
2208 return 1; 1314 return 1;
2209 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1315
2210 { 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
2211 load_and_link_tiled_map (m, 3);
2212 }
2213 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2214 }
2215 if (x >= MAP_WIDTH (m))
2216 { 1317 }
2217 if (!m->tile_path[1]) 1318
1319 if (x >= m->width)
1320 {
1321 if (!m->tile_available (TILE_EAST))
2218 return 1; 1322 return 1;
2219 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1323
2220 {
2221 load_and_link_tiled_map (m, 1);
2222 }
2223 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
2224 } 1325 }
1326
2225 if (y < 0) 1327 if (y < 0)
2226 { 1328 {
2227 if (!m->tile_path[0]) 1329 if (!m->tile_available (TILE_NORTH))
2228 return 1; 1330 return 1;
2229 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1331
2230 { 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
2231 load_and_link_tiled_map (m, 0);
2232 }
2233 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2234 }
2235 if (y >= MAP_HEIGHT (m))
2236 { 1333 }
2237 if (!m->tile_path[2]) 1334
1335 if (y >= m->height)
1336 {
1337 if (!m->tile_available (TILE_SOUTH))
2238 return 1; 1338 return 1;
2239 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1339
2240 { 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
2241 load_and_link_tiled_map (m, 2);
2242 }
2243 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2244 } 1341 }
2245 1342
2246 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
2247 * map. 1344 * map.
2248 */ 1345 */
2250} 1347}
2251 1348
2252/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
2253 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
2254 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
2255 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
2256 * updates x and y to be the localized coordinates. 1353 * updates x and y to be the localised coordinates.
2257 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
2258 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
2259 */ 1356 */
2260mapstruct * 1357maptile *
2261get_map_from_coord (mapstruct *m, sint16 * x, sint16 * y) 1358maptile::xy_find (sint16 &x, sint16 &y)
2262{ 1359{
2263
2264 if (*x < 0) 1360 if (x < 0)
2265 { 1361 {
2266 if (!m->tile_path[3]) 1362 if (!tile_available (TILE_WEST))
2267 return NULL; 1363 return 0;
2268 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2269 load_and_link_tiled_map (m, 3);
2270 1364
2271 *x += MAP_WIDTH (m->tile_map[3]); 1365 x += tile_map [TILE_WEST]->width;
2272 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
2273 }
2274 if (*x >= MAP_WIDTH (m))
2275 { 1367 }
2276 if (!m->tile_path[1]) 1368
1369 if (x >= width)
1370 {
1371 if (!tile_available (TILE_EAST))
2277 return NULL; 1372 return 0;
2278 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2279 load_and_link_tiled_map (m, 1);
2280 1373
2281 *x -= MAP_WIDTH (m); 1374 x -= width;
2282 return (get_map_from_coord (m->tile_map[1], x, y)); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
2283 } 1376 }
1377
2284 if (*y < 0) 1378 if (y < 0)
2285 { 1379 {
2286 if (!m->tile_path[0]) 1380 if (!tile_available (TILE_NORTH))
2287 return NULL; 1381 return 0;
2288 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2289 load_and_link_tiled_map (m, 0);
2290 1382
2291 *y += MAP_HEIGHT (m->tile_map[0]); 1383 y += tile_map [TILE_NORTH]->height;
2292 return (get_map_from_coord (m->tile_map[0], x, y)); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
2293 }
2294 if (*y >= MAP_HEIGHT (m))
2295 { 1385 }
2296 if (!m->tile_path[2]) 1386
1387 if (y >= height)
1388 {
1389 if (!tile_available (TILE_SOUTH))
2297 return NULL; 1390 return 0;
2298 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2299 load_and_link_tiled_map (m, 2);
2300 1391
2301 *y -= MAP_HEIGHT (m); 1392 y -= height;
2302 return (get_map_from_coord (m->tile_map[2], x, y)); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
2303 } 1394 }
2304 1395
2305 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
2306 * map. 1397 * map.
2307 */ 1398 */
2308
2309 return m; 1399 return this;
2310} 1400}
2311 1401
2312/** 1402/**
2313 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
2314 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
2315 */ 1405 */
2316static int 1406int
2317adjacent_map (const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2318{ 1408{
2319 if (!map1 || !map2) 1409 if (!map1 || !map2)
2320 return 0; 1410 return 0;
2321 1411
1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 //fix: compare paths instead (this is likely faster, too!)
2322 if (map1 == map2) 1414 if (map1 == map2)
2323 { 1415 {
2324 *dx = 0; 1416 *dx = 0;
2325 *dy = 0; 1417 *dy = 0;
2326 1418 }
1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
2327 } 1420 {
2328 else if (map1->tile_map[0] == map2)
2329 { /* up */
2330 *dx = 0; 1421 *dx = 0;
2331 *dy = -MAP_HEIGHT (map2); 1422 *dy = -map2->height;
1423 }
1424 else if (map1->tile_available (TILE_EAST , false) == map2)
2332 } 1425 {
2333 else if (map1->tile_map[1] == map2) 1426 *dx = map1->width;
2334 { /* right */
2335 *dx = MAP_WIDTH (map1);
2336 *dy = 0; 1427 *dy = 0;
2337 } 1428 }
2338 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2339 { /* down */ 1430 {
2340 *dx = 0; 1431 *dx = 0;
2341 *dy = MAP_HEIGHT (map1); 1432 *dy = map1->height;
1433 }
1434 else if (map1->tile_available (TILE_WEST , false) == map2)
2342 } 1435 {
2343 else if (map1->tile_map[3] == map2) 1436 *dx = -map2->width;
2344 { /* left */
2345 *dx = -MAP_WIDTH (map2);
2346 *dy = 0; 1437 *dy = 0;
2347
2348 } 1438 }
2349 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2350 { /* up right */ 1440 { /* up right */
2351 *dx = MAP_WIDTH (map1->tile_map[0]); 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
2352 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
2353 } 1443 }
2354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2355 { /* up left */ 1445 { /* up left */
2356 *dx = -MAP_WIDTH (map2); 1446 *dx = -map2->width;
2357 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
2358 } 1448 }
2359 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2360 { /* right up */ 1450 { /* right up */
2361 *dx = MAP_WIDTH (map1); 1451 *dx = +map1->width;
2362 *dy = -MAP_HEIGHT (map2); 1452 *dy = -map2->height;
2363 } 1453 }
2364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2365 { /* right down */ 1455 { /* right down */
2366 *dx = MAP_WIDTH (map1); 1456 *dx = +map1->width;
2367 *dy = MAP_HEIGHT (map1->tile_map[1]); 1457 *dy = +map1->tile_map[TILE_EAST]->height;
2368 } 1458 }
2369 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2370 { /* down right */ 1460 { /* down right */
2371 *dx = MAP_WIDTH (map1->tile_map[2]); 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
2372 *dy = MAP_HEIGHT (map1); 1462 *dy = +map1->height;
2373 } 1463 }
2374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2375 { /* down left */ 1465 { /* down left */
2376 *dx = -MAP_WIDTH (map2); 1466 *dx = -map2->width;
2377 *dy = MAP_HEIGHT (map1); 1467 *dy = +map1->height;
2378 } 1468 }
2379 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2380 { /* left up */ 1470 { /* left up */
2381 *dx = -MAP_WIDTH (map1->tile_map[3]); 1471 *dx = -map1->tile_map[TILE_WEST]->width;
2382 *dy = -MAP_HEIGHT (map2); 1472 *dy = -map2->height;
2383 } 1473 }
2384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2385 { /* left down */ 1475 { /* left down */
2386 *dx = -MAP_WIDTH (map1->tile_map[3]); 1476 *dx = -map1->tile_map[TILE_WEST]->width;
2387 *dy = MAP_HEIGHT (map1->tile_map[3]); 1477 *dy = +map1->tile_map[TILE_WEST]->height;
2388
2389 } 1478 }
2390 else 1479 else
2391 { /* not "adjacent" enough */
2392 return 0; 1480 return 0;
2393 }
2394 1481
2395 return 1; 1482 return 1;
1483}
1484
1485maptile *
1486maptile::xy_load (sint16 &x, sint16 &y)
1487{
1488 maptile *map = xy_find (x, y);
1489
1490 if (map)
1491 map->load_sync ();
1492
1493 return map;
1494}
1495
1496maptile *
1497get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1498{
1499 return m->xy_load (*x, *y);
2396} 1500}
2397 1501
2398/* From map.c 1502/* From map.c
2399 * This is used by get_player to determine where the other 1503 * This is used by get_player to determine where the other
2400 * creature is. get_rangevector takes into account map tiling, 1504 * creature is. get_rangevector takes into account map tiling,
2401 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
2402 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
2403 * can be negativbe. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
2404 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
2405 * monster that is closest. 1509 * monster that is closest.
2406 * 1510 *
2407 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
2408 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
2409 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
2410 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
2411 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
2413 * be unexpected 1517 * be unexpected
2414 * 1518 *
2415 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
2416 * closest body part of 'op1' 1520 * closest body part of 'op1'
2417 */ 1521 */
2418
2419void 1522void
2420get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2421{ 1524{
2422 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2423 { 1526 {
2424 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
2425 retval->distance = 100000; 1528 retval->distance = 10000;
2426 retval->distance_x = 32767; 1529 retval->distance_x = 10000;
2427 retval->distance_y = 32767; 1530 retval->distance_y = 10000;
2428 retval->direction = 0; 1531 retval->direction = 0;
2429 retval->part = 0; 1532 retval->part = 0;
2430 } 1533 }
2431 else 1534 else
2432 { 1535 {
2433 object *best;
2434
2435 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
2436 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
2437 1538
2438 best = op1; 1539 object *best = op1;
1540
2439 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2440 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
2441 { 1543 {
2442 object *tmp; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
2443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2444 1545
2445 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
2446 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2447 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2448 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2449 * below works. 1550 * below works.
2450 */ 1551 */
2451 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2452 { 1553 {
2453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
2455 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
2456 { 1557 {
2457 best_distance = tmpi; 1558 best_distance = tmpi;
2458 best = tmp; 1559 best = tmp;
2459 } 1560 }
2460 } 1561 }
1562
2461 if (best != op1) 1563 if (best != op1)
2462 { 1564 {
2463 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
2464 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
2465 } 1567 }
2466 } 1568 }
1569
2467 retval->part = best; 1570 retval->part = best;
2468 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2469 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2470 } 1573 }
2471} 1574}
2472 1575
2473/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
2474 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
2475 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
2476 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
2477 * the path, we need this. 1580 * the path, we need this.
2478 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
2479 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
2480 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
2481 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2482 */ 1585 */
2483
2484void 1586void
2485get_rangevector_from_mapcoord (const mapstruct *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2486{ 1588{
2487 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2488 { 1590 {
2489 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2490 retval->distance = 100000; 1592 retval->distance = 100000;
2491 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
2492 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
2493 retval->direction = 0; 1595 retval->direction = 0;
2494 retval->part = 0; 1596 retval->part = 0;
2495 } 1597 }
2496 else 1598 else
2497 { 1599 {
2498 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
2499 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
2500 1602
2501 retval->part = NULL; 1603 retval->part = 0;
2502 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2503 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2504 } 1606 }
2505} 1607}
2506 1608
2507/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
2508 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
2509 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1611 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2510 * to op1, this will still return false. 1612 * to op1, this will still return false.
2511 * Note we only look one map out to keep the processing simple 1613 * Note we only look one map out to keep the processing simple
2512 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2513 * MSW 2001-08-05 1615 * MSW 2001-08-05
2514 */ 1616 */
2517{ 1619{
2518 int dx, dy; 1620 int dx, dy;
2519 1621
2520 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2521} 1623}
1624
1625//-GPL
1626
1627object *
1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1629{
1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1631}
1632
1633region *
1634maptile::region (int x, int y) const
1635{
1636 if (regions
1637 && regionmap
1638 && !OUT_OF_REAL_MAP (this, x, y))
1639 if (struct region *reg = regionmap [regions [y * width + x]])
1640 return reg;
1641
1642 if (default_region)
1643 return default_region;
1644
1645 return ::region::default_region ();
1646}
1647
1648//+GPL
1649
1650/* picks a random object from a style map.
1651 */
1652object *
1653maptile::pick_random_object (rand_gen &gen) const
1654{
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672}
1673
1674//-GPL
1675
1676void
1677maptile::play_sound (faceidx sound, int x, int y) const
1678{
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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