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Comparing deliantra/server/common/map.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.209 by root, Sat May 7 11:49:08 2011 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */
37 26
27#include "global.h"
38#include "path.h" 28#include "path.h"
39 29
30//+GPL
40 31
41extern int nrofallocobjects,nroffreeobjects; 32sint8 maptile::outdoor_darkness;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 33
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
252 * by a P_NEW_MAP value, another call to get_map_from_coord 39 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 40 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
256 */ 43 */
44int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 46{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 47 sint16 newx = x;
265 newy = y; 48 sint16 newy = y;
49
266 mp = get_map_from_coord(oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 51
268 retval |= P_NEW_MAP; 52 if (!mp)
53 return P_OUT_OF_MAP;
54
269 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 56 if (nx) *nx = newx;
271 if (ny) *ny = newy; 57 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 return retval;
274}
275 58
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60}
276 61
277/* 62/*
278 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 69 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 70 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 71 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 72 * by the caller.
288 */ 73 */
289 74int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 75blocked_link (object *ob, maptile *m, int sx, int sy)
291 object *tmp; 76{
292 int mflags, blocked;
293
294 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 78 * have already checked this.
296 */ 79 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 83 return 1;
300 } 84 }
301 85
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
303 * directly.
304 */
305 mflags = m->spaces[sx + m->width * sy].flags;
306 87
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
308 90
309 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 93 * things we need to do for players.
312 */ 94 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 96 return 0;
370}
371 97
98 /* if there isn't anything alive on this space, and this space isn't
99 * otherwise blocked, we can return now. Only if there is a living
100 * creature do we need to investigate if it is part of this creature
101 * or another. Likewise, only if something is blocking us do we
102 * need to investigate if there is a special circumstance that would
103 * let the player through (inventory checkers for example)
104 */
105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
106 return 0;
107
108 ob = ob->head_ ();
109
110 /* We basically go through the stack of objects, and if there is
111 * some other object that has NO_PASS or FLAG_ALIVE set, return
112 * true. If we get through the entire stack, that must mean
113 * ob is blocking it, so return 0.
114 */
115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
116 {
117 if (OB_MOVE_BLOCK (ob, tmp))
118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
124
125 if (tmp->type == CHECK_INV)
126 {
127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1;
132 }
133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
142 }
143 else
144 return 1; // unconditional block
145
146 } else {
147 // space does not block the ob, directly, but
148 // anything alive that is not a door still
149 // blocks anything
150
151 if (tmp->flag [FLAG_ALIVE]
152 && tmp->type != DOOR
153 && tmp->head_ () != ob) //TODO: maybe move these check up?
154 return 1;
155 }
156 }
157
158 return 0;
159}
372 160
373/* 161/*
374 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
379 * 167 *
380 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
381 * 169 *
382 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
394 * 182 *
395 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
397 * against the move_block values. 185 * against the move_block values.
398 */ 186 */
399 187bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 188object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 189{
402 int flag; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
413 193
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 194 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 195 return 1;
416 196
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 197 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 198
420 /* find_first_free_spot() calls this function. However, often 199 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 200 return 1;
201
202 /* However, often ob doesn't have any move type
203 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 205 */
206 if (!move_type && ms.move_block != MOVE_ALL)
207 continue;
424 208
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
429 */ 211 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 212 if (ms.blocks (move_type))
431 return AB_NO_PASS; 213 return 1;
432
433 } 214 }
215
434 return 0; 216 return 0;
435} 217}
436 218
437/* When the map is loaded, load_object does not actually insert objects 219//-GPL
438 * into inventory, but just links them. What this does is go through
439 * and insert them properly.
440 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight.
442 */
443 220
444void fix_container(object *container) 221void
222maptile::set_object_flag (int flag, int value)
445{ 223{
446 object *tmp=container->inv, *next; 224 if (!spaces)
225 return;
447 226
448 container->inv=NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
449 while (tmp!=NULL) { 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
450 next = tmp->below; 229 tmp->flag [flag] = value;
451 if (tmp->inv)
452 fix_container(tmp);
453 (void) insert_ob_in_ob(tmp,container);
454 tmp = next;
455 }
456 /* sum_weight will go through and calculate what all the containers are
457 * carrying.
458 */
459 sum_weight(container);
460} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
461 259
462/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 264 */
468 265void
469static void link_multipart_objects(mapstruct *m) 266maptile::link_multipart_objects ()
470{ 267{
471 int x,y; 268 if (!spaces)
472 object *tmp, *op, *last, *above; 269 return;
473 archetype *at;
474 270
475 for(x=0;x<MAP_WIDTH(m);x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 272 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 273 object *op = ms->bot;
478 above=tmp->above; 274 while (op)
479 275 {
480 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 277 if (op->head_ () == op && !op->more && op->arch->more)
278 {
279 op->remove ();
280 op->expand_tail ();
482 281
483 /* If there is nothing more to this object, this for loop 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
484 * won't do anything. 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
485 */ 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
487 op = arch_to_object(at);
488 286
489 /* update x,y coordinates */ 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
490 op->x += tmp->x; 288 // so we have to reset the iteration through the mapspace
491 op->y += tmp->y; 289 }
492 op->head = tmp; 290 else
493 op->map = m; 291 op = op->above;
494 last->more = op; 292 }
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 } 293 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511} 294}
512 295
513 296//-GPL
514 297
515/* 298/*
516 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 300 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521void load_objects (mapstruct *m, FILE *fp, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i=load_object(fp,op,bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 301 */
534 bufstate = LO_REPEAT; 302bool
535 303maptile::_load_objects (object_thawer &f)
536 /* if the archetype for the object is null, means that we 304{
537 * got an invalid object. Don't do anything with it - the game 305 for (;;)
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch==NULL) {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542 continue;
543 }
544
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op;
564 break;
565 }
566 if (mapflags & MAP_STYLE) {
567 remove_from_active_list(op);
568 }
569 op=get_object();
570 op->map = m;
571 } 306 {
572 for (i=0;i<m->width;i++){ 307 coroapi::cede_to_tick (); // cede once in a while
573 for (j=0;j<m->height;j++){ 308
309 switch (f.kw)
310 {
311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
574 unique =0; 346 continue;
575 /* check for unique items, or unique squares */ 347
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 348 case KW_EOF:
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 349 return true;
578 unique = 1; 350
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 351 default:
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 352 if (!f.parse_error ("map file"))
353 return false;
354 break;
355 }
356
357 f.next ();
581 } 358 }
582 } 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
376}
377
378void
379maptile::deactivate ()
380{
381 if (state != MAP_ACTIVE)
382 return;
383
384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
385 for (object *op = ms->bot; op; op = op->above)
386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
389}
390
391bool
392maptile::_save_objects (object_freezer &f, int flags)
393{
394 coroapi::cede_to_tick ();
395
396 if (flags & IO_HEADER)
397 _save_header (f);
398
399 if (!spaces)
400 return false;
401
402 for (int i = 0; i < size (); ++i)
583 } 403 {
584 free_object(op); 404 bool unique = 0;
585 link_multipart_objects(m);
586}
587 405
588/* This saves all the objects on the map in a non destructive fashion. 406 for (object *op = spaces [i].bot; op; op = op->above)
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 407 {
590 * and we only save the head of multi part objects - this is needed 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
591 * in order to do map tiling properly. 409
410 if (expect_false (!op->can_map_save ()))
411 continue;
412
413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
414 {
415 if (flags & IO_UNIQUES)
416 op->write (f);
417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
420 }
421 }
422
423 coroapi::cede_to_tick ();
424
425 return true;
426}
427
428bool
429maptile::_save_objects (const char *path, int flags)
430{
431 object_freezer freezer;
432
433 if (!_save_objects (freezer, flags))
434 return false;
435
436 return freezer.save (path);
437}
438
439void
440maptile::init ()
441{
442 state = MAP_SWAPPED;
443
444 /* The maps used to pick up default x and y values from the
445 * map archetype. Mimic that behaviour.
592 */ 446 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 447 width = 16;
594 int i, j = 0,unique=0; 448 height = 16;
595 object *op; 449 timeout = 300;
596 /* first pass - save one-part objects */ 450 max_items = MAX_ITEM_PER_ACTION;
597 for(i = 0; i < MAP_WIDTH(m); i++) 451 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 452 reset_timeout = 0;
599 unique=0; 453 enter_x = 0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) { 454 enter_y = 0;
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 455}
602 unique=1;
603 456
604 if(op->type == PLAYER) { 457maptile::maptile ()
605 LOG(llevDebug, "Player on map that is being saved\n"); 458{
606 continue; 459 init ();
607 } 460}
608 461
609 if (op->head || op->owner) 462maptile::maptile (int w, int h)
610 continue; 463{
464 init ();
611 465
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 466 width = w;
613 save_object( fp2 , op, 3); 467 height = h;
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619 468
620 } /* for this space */ 469 alloc ();
621 } /* for this j */
622} 470}
623 471
624/* 472/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 473 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
662 * map. 475 * map.
663 */ 476 */
664 477void
665void allocate_map(mapstruct *m) { 478maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 479{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 480 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
692} 484}
485
486//+GPL
693 487
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 490 * at a later date.
697 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
698 */ 492 */
699 493static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 494parse_shop_string (const char *input_string)
495{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 497 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 498 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 499 const typedata *current_type;
705 500
706 shop_string=strdup_local(input_string); 501 shop_string = strdup (input_string);
707 p=shop_string; 502 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 503 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 504 while (p)
505 {
710 p=strchr(p, ';'); 506 p = strchr (p, ';');
711 number_of_entries++; 507 number_of_entries++;
712 if (p) p++; 508 if (p)
509 p++;
713 } 510 }
511
714 p=shop_string; 512 p = shop_string;
715 strip_endline(p); 513 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 514 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 515 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 516 {
517 if (!p)
518 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 520 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 521 }
522
523 next_semicolon = strchr (p, ';');
524 next_colon = strchr (p, ':');
525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
527 items[i].strength = atoi (strchr (p, ':') + 1);
528
529 if (isdigit (*p) || *p == '*')
530 {
531 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
532 current_type = get_typedata (items[i].typenum);
533 if (current_type)
534 {
535 items[i].name = current_type->name;
536 items[i].name_pl = current_type->name_pl;
537 }
538 }
539 else
540 { /*we have a named type, let's figure out what it is */
541 q = strpbrk (p, ";:");
542 if (q)
543 *q = '\0';
544
545 current_type = get_typedata_by_name (p);
546 if (current_type)
547 {
548 items[i].name = current_type->name;
549 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl;
551 }
552 else
553 { /* oh uh, something's wrong, let's free up this one, and try
554 * the next entry while we're at it, better print a warning
555 */
556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557 }
558 }
559
754 items[i].index=number_of_entries; 560 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 561 if (next_semicolon)
756 else p=NULL; 562 p = ++next_semicolon;
563 else
564 p = NULL;
757 } 565 }
566
758 free(shop_string); 567 free (shop_string);
759 return items; 568 return items;
760} 569}
761 570
762/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
764static void print_shop_string(mapstruct *m, char *output_string) { 573static const char *
765 int i; 574print_shop_string (maptile *m)
766 char tmp[MAX_BUF]; 575{
767 strcpy(output_string, ""); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
578
768 for (i=0; i< m->shopitems[0].index; i++) { 579 for (int i = 0; i < m->shopitems[0].index; i++)
580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
769 if (m->shopitems[i].typenum) { 586 if (m->shopitems[i].typenum)
587 {
770 if (m->shopitems[i].strength) { 588 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
590 else
591 buf.printf ("%s", m->shopitems[i].name);
592 }
593 else
594 {
595 if (m->shopitems[i].strength)
596 buf.printf ("*:%d", m->shopitems[i].strength);
597 else
598 buf.printf ("*");
599 }
772 } 600 }
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 601
774 } 602 return buf;
775 else {
776 if (m->shopitems[i].strength) {
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
778 }
779 else sprintf(tmp, "*");
780 }
781 strcat(output_string, tmp);
782 }
783} 603}
604
605//-GPL
784 606
785/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
787 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
788 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
790 * put all the stuff in the map object so that names actually make 612 * put all the stuff in the map object so that names actually make
791 * sense. 613 * sense.
792 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 616 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 617 */
797 618bool
798static int load_map_header(FILE *fp, mapstruct *m) 619maptile::_load_header (object_thawer &thawer)
799{ 620{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 621 for (;;)
801 int msgpos=0; 622 {
802 int maplorepos=0; 623 switch (thawer.kw)
624 {
625 case KW_msg:
626 thawer.get_ml (KW_endmsg, msg);
627 break;
803 628
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 629 case KW_lore: // deliantra extension
805 buf[HUGE_BUF-1] = 0; 630 thawer.get_ml (KW_endlore, maplore);
806 key = buf; 631 break;
807 while (isspace(*key)) key++; 632
808 if (*key == 0) continue; /* empty line */ 633 case KW_maplore:
809 value = strchr(key, ' '); 634 thawer.get_ml (KW_endmaplore, maplore);
810 if (!value) { 635 break;
811 end = strchr(key, '\n'); 636
812 if (end != NULL) { 637 case KW_arch:
813 *end = 0; 638 if (strcmp (thawer.get_str (), "map"))
639 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640 break;
641
642 case KW_oid:
643 thawer.get (this, thawer.get_sint32 ());
644 break;
645
646 case KW_file_format_version: break; // nop
647
648 case KW_name: thawer.get (name); break;
649 case KW_attach: thawer.get (attach); break;
650 case KW_reset_time: thawer.get (reset_time); break;
651 case KW_shopgreed: thawer.get (shopgreed); break;
652 case KW_shopmin: thawer.get (shopmin); break;
653 case KW_shopmax: thawer.get (shopmax); break;
654 case KW_shoprace: thawer.get (shoprace); break;
655 case KW_outdoor: thawer.get (outdoor); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
695 }
696
697 thawer.next ();
814 } 698 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 699
835 /* key is the field name, value is what it should be set 700 abort ();
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 }
951 else if (!strncmp(key,"tile_path_", 10)) {
952 int tile=atoi(key+10);
953
954 if (tile<1 || tile>4) {
955 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
956 tile, m->path);
957 } else {
958 char *path;
959
960 *end = 0;
961
962 if (m->tile_path[tile-1]) {
963 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
964 tile, m->path);
965 free(m->tile_path[tile-1]);
966 m->tile_path[tile-1] = NULL;
967 }
968
969 if (check_path(value, 1) != -1) {
970 /* The unadorned path works. */
971 path = value;
972 } else {
973 /* Try again; it could be a relative exit. */
974
975 path = path_combine_and_normalize(m->path, value);
976
977 if (check_path(path, 1) == -1) {
978 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
979 path = NULL;
980 }
981 }
982
983 if (editor) {
984 /* Use the value as in the file. */
985 m->tile_path[tile-1] = strdup_local(value);
986 } else if (path != NULL) {
987 /* Use the normalized value. */
988 m->tile_path[tile-1] = strdup_local(path);
989 }
990 } /* end if tile direction (in)valid */
991 }
992 else {
993 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
994 }
995 }
996 if (!key || strcmp(key,"end")) {
997 LOG(llevError,"Got premature eof on map header!\n");
998 return 1;
999 }
1000 return 0;
1001} 701}
1002 702
1003/* 703//+GPL
1004 * Opens the file "filename" and reads information about the map
1005 * from the given file, and stores it in a newly allocated
1006 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1007 * flags correspond to those in map.h. Main ones used are
1008 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1009 * MAP_BLOCK, in which case we block on this load. This happens in all
1010 * cases, no matter if this flag is set or not.
1011 * MAP_STYLE: style map - don't add active objects, don't add to server
1012 * managed map list.
1013 */
1014
1015mapstruct *load_original_map(const char *filename, int flags) {
1016 FILE *fp;
1017 mapstruct *m;
1018 int comp;
1019 char pathname[MAX_BUF];
1020
1021 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1022 if (flags & MAP_PLAYER_UNIQUE)
1023 strcpy(pathname, filename);
1024 else if (flags & MAP_OVERLAY)
1025 strcpy(pathname, create_overlay_pathname(filename));
1026 else
1027 strcpy(pathname, create_pathname(filename));
1028
1029 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1030 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1031 return (NULL);
1032 }
1033
1034 m = get_linked_map();
1035
1036 strcpy (m->path, filename);
1037 if (load_map_header(fp, m)) {
1038 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1039 filename, flags);
1040 delete_map(m);
1041 return NULL;
1042 }
1043
1044 allocate_map(m);
1045 m->compressed = comp;
1046
1047 m->in_memory=MAP_LOADING;
1048 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1049 close_and_delete(fp, comp);
1050 m->in_memory=MAP_IN_MEMORY;
1051 if (!MAP_DIFFICULTY(m))
1052 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1053 set_map_reset_time(m);
1054 if (load_original_map_callback)
1055 load_original_map_callback(m);
1056 return (m);
1057}
1058
1059/*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065static mapstruct *load_temporary_map(mapstruct *m) {
1066 FILE *fp;
1067 int comp;
1068 char buf[MAX_BUF];
1069
1070 if (!m->tmpname) {
1071 LOG(llevError, "No temporary filename for map %s\n", m->path);
1072 strcpy(buf, m->path);
1073 delete_map(m);
1074 m = load_original_map(buf, 0);
1075 if(m==NULL) return NULL;
1076 fix_auto_apply(m); /* Chests which open as default */
1077 return m;
1078 }
1079
1080 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1081 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1082 strcpy(buf, m->path);
1083 delete_map(m);
1084 m = load_original_map(buf, 0);
1085 if(m==NULL) return NULL;
1086 fix_auto_apply(m); /* Chests which open as default */
1087 return m;
1088 }
1089
1090
1091 if (load_map_header(fp, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 m->compressed = comp;
1099 allocate_map(m);
1100
1101 m->in_memory=MAP_LOADING;
1102 load_objects (m, fp, 0);
1103 close_and_delete(fp, comp);
1104 m->in_memory=MAP_IN_MEMORY;
1105 if (load_temporary_map_callback)
1106 load_temporary_map_callback(m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143}
1144 704
1145/****************************************************************************** 705/******************************************************************************
1146 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1147 *****************************************************************************/ 707 *****************************************************************************/
1148 708
1149/* This goes through map 'm' and removed any unique items on the map. */ 709/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 710void
711maptile::clear_unique_items ()
1151{ 712{
713 for (int i = 0; i < size (); ++i)
714 {
1152 int i,j,unique; 715 int unique = 0;
1153 object *op, *next; 716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1154 719
1155 for(i=0; i<MAP_WIDTH(m); i++) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1156 for(j=0; j<MAP_HEIGHT(m); j++) { 721 unique = 1;
1157 unique=0; 722
1158 for (op=get_map_ob(m, i, j); op; op=next) { 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
1159 next = op->above; 724 op->destroy ();
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 725
1161 unique=1; 726 op = above;
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 727 }
1163 clean_object(op);
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1165 remove_button_link(op);
1166 remove_ob(op);
1167 free_object(op);
1168 }
1169 } 728 }
1170 }
1171} 729}
1172 730
731//-GPL
1173 732
1174/* 733bool
1175 * Loads unique objects from file(s) into the map which is in memory 734maptile::_save_header (object_freezer &freezer)
1176 * m is the map to load unique items into. 735{
1177 */ 736#define MAP_OUT(k) freezer.put (KW(k), k)
1178static void load_unique_objects(mapstruct *m) { 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 738
1183 for (count=0; count<10; count++) { 739 MAP_OUT2 (arch, CS(map));
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1185 if (!access(firstname, R_OK)) break;
1186 }
1187 /* If we get here, we did not find any map */
1188 if (count==10) return;
1189 740
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 741 if (name) MAP_OUT (name);
1191 /* There is no expectation that every map will have unique items, but this 742 MAP_OUT (swap_time);
1192 * is debug output, so leave it in. 743 MAP_OUT (reset_time);
1193 */ 744 MAP_OUT (reset_timeout);
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path)); 745 MAP_OUT (fixed_resettime);
1195 return; 746 MAP_OUT (no_reset);
1196 } 747 MAP_OUT (no_drop);
748 MAP_OUT (difficulty);
749 if (default_region) MAP_OUT2 (region, default_region->name);
1197 750
1198 m->in_memory=MAP_LOADING; 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */ 752 MAP_OUT (shopgreed);
1200 delete_unique_items(m); /* original map before, don't duplicate them */ 753 MAP_OUT (shopmin);
1201 load_object(fp, NULL, LO_NOREAD,0); 754 MAP_OUT (shopmax);
1202 load_objects (m, fp, 0); 755 if (shoprace) MAP_OUT (shoprace);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206 756
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761 MAP_OUT (darkness);
762 MAP_OUT (outdoor);
1207 763
1208/* 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
1209 * Saves a map to file. If flag is set, it is saved into the same 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216 766
1217int new_save_map(mapstruct *m, int flag) { 767 MAP_OUT (per_player);
1218 FILE *fp, *fp2; 768 MAP_OUT (per_party);
1219 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1220 int i;
1221
1222 if (flag && !*m->path) {
1223 LOG(llevError,"Tried to save map without path.\n");
1224 return -1;
1225 }
1226
1227 if (flag || (m->unique) || (m->templatemap)) {
1228 if (!m->unique && !m->templatemap) { /* flag is set */
1229 if (flag == 2)
1230 strcpy(filename, create_overlay_pathname(m->path));
1231 else
1232 strcpy (filename, create_pathname (m->path));
1233 } else
1234 strcpy (filename, m->path);
1235 769
1236 /* If the compression suffix already exists on the filename, don't 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
1237 * put it on again. This nasty looking strcmp checks to see if the 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
1238 * compression suffix is at the end of the filename already. 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
1239 */ 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
1240 if (m->compressed && 774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
1241 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])), 775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
1242 uncomp[m->compressed][0]))
1243 strcat(filename, uncomp[m->compressed][0]);
1244 make_path_to_file(filename);
1245 } else {
1246 if (!m->tmpname)
1247 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1248 strcpy(filename, m->tmpname);
1249 }
1250 LOG(llevDebug,"Saving map %s\n",m->path);
1251 m->in_memory = MAP_SAVING;
1252 776
1253 unlink (filename); // do not overwrite backups if done via hardlinks 777 freezer.put (this);
778 freezer.put (KW(end));
1254 779
1255 /* Compress if it isn't a temporary save. Do compress if unique */ 780 return true;
1256 if (m->compressed && (m->unique || m->templatemap || flag)) { 781}
1257 char buf[MAX_BUF];
1258 strcpy(buf, uncomp[m->compressed][2]);
1259 strcat(buf, " > ");
1260 strcat(buf, filename);
1261 fp = popen(buf, "w");
1262 } else
1263 fp = fopen(filename, "w");
1264 782
1265 if(fp == NULL) { 783bool
1266 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno)); 784maptile::_save_header (const char *path)
1267 return -1; 785{
1268 } 786 object_freezer freezer;
1269
1270 /* legacy */
1271 fprintf(fp,"arch map\n");
1272 if (m->name) fprintf(fp,"name %s\n", m->name);
1273 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1274 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1275 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1276 /* we unfortunately have no idea if this is a value the creator set
1277 * or a difficulty value we generated when the map was first loaded
1278 */
1279 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1280 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1281 if (m->shopitems) {
1282 print_shop_string(m, shop);
1283 fprintf(fp,"shopitems %s\n", shop);
1284 }
1285 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1286#ifndef WIN32
1287 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1288 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1289#else
1290 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1292#endif
1293 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1294 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1295 if (m->width) fprintf(fp,"width %d\n", m->width);
1296 if (m->height) fprintf(fp,"height %d\n", m->height);
1297 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1298 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1299 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1300 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1301 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1302 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1303 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1304 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1305 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1306 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1307 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1308 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1309 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1310 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1311 787
1312 /* Save any tiling information, except on overlays */ 788 if (!_save_header (freezer))
1313 if (flag != 2)
1314 for (i=0; i<4; i++)
1315 if (m->tile_path[i])
1316 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1317
1318 fprintf(fp,"end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 fp2 = fp; /* save unique items into fp2 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1327 sprintf (buf,"%s.v00",create_items_path (m->path));
1328 if ((fp2 = fopen (buf, "w")) == NULL) {
1329 LOG(llevError, "Can't open unique items file %s\n", buf);
1330 }
1331 if (flag == 2)
1332 save_objects(m, fp, fp2, 2);
1333 else
1334 save_objects (m, fp, fp2, 0);
1335 if (fp2 != NULL) {
1336 if (ftell (fp2) == 0) {
1337 fclose (fp2);
1338 unlink (buf);
1339 } else {
1340 fclose (fp2);
1341 chmod (buf, SAVE_MODE);
1342 }
1343 }
1344 } else { /* save same file when not playing, like in editor */
1345 save_objects(m, fp, fp, 0);
1346 }
1347
1348 if (m->compressed && (m->unique || m->templatemap || flag))
1349 pclose(fp);
1350 else
1351 fclose(fp);
1352
1353 chmod (filename, SAVE_MODE);
1354 return 0; 789 return false;
1355}
1356 790
1357 791 return freezer.save (path);
1358/*
1359 * Remove and free all objects in the inventory of the given object.
1360 * object.c ?
1361 */
1362
1363void clean_object(object *op)
1364{
1365 object *tmp, *next;
1366
1367 for(tmp = op->inv; tmp; tmp = next)
1368 {
1369 next = tmp->below;
1370 clean_object(tmp);
1371 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1372 remove_button_link(tmp);
1373 remove_ob(tmp);
1374 free_object(tmp);
1375 }
1376} 792}
793
794//+GPL
1377 795
1378/* 796/*
1379 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
1380 */ 798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1381 810
1382void free_all_objects(mapstruct *m) { 811 op->flag [FLAG_REMOVED] = true;
1383 int i,j;
1384 object *op;
1385 812
1386 for(i=0;i<MAP_WIDTH(m);i++) 813 object *head = op->head_ ();
1387 for(j=0;j<MAP_HEIGHT(m);j++) { 814 if (op == head)
1388 object *previous_obj=NULL; 815 op->destroy ();
1389 while((op=GET_MAP_OB(m,i,j))!=NULL) { 816 else if (head->map != op->map)
1390 if (op==previous_obj) { 817 {
1391 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1392 break; 819 head->destroy ();
1393 } 820 }
1394 previous_obj=op; 821 }
1395 if(op->head!=NULL)
1396 op = op->head;
1397 822
1398 /* If the map isn't in memory, free_object will remove and 823 sfree0 (spaces, size ());
1399 * free objects in op's inventory. So let it do the job.
1400 */
1401 if (m->in_memory==MAP_IN_MEMORY)
1402 clean_object(op);
1403 remove_ob(op);
1404 free_object(op);
1405 } 824 }
1406 }
1407#ifdef MANY_CORES
1408 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1409 * an item on that map was not saved - look for that condition and die as appropriate -
1410 * this leaves more of the map data intact for better debugging.
1411 */
1412 for (op=objects; op!=NULL; op=op->next) {
1413 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1414 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1415 abort();
1416 }
1417 }
1418#endif
1419}
1420 825
1421/*
1422 * Frees everything allocated by the given mapstructure.
1423 * don't free tmpname - our caller is left to do that
1424 */
1425
1426void free_map(mapstruct *m,int flag) {
1427 int i;
1428
1429 if (!m->in_memory) {
1430 LOG(llevError,"Trying to free freed map.\n");
1431 return;
1432 }
1433 if (flag && m->spaces) free_all_objects(m);
1434 if (m->name) FREE_AND_CLEAR(m->name);
1435 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1436 if (m->msg) FREE_AND_CLEAR(m->msg);
1437 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1438 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1439 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1440 if (m->buttons) 826 if (buttons)
1441 free_objectlinkpt(m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1442 m->buttons = NULL;
1443 for (i=0; i<4; i++) {
1444 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1445 m->tile_map[i] = NULL;
1446 }
1447 m->in_memory = MAP_SWAPPED;
1448}
1449 828
1450/* 829 sfree0 (regions, size ());
1451 * function: vanish mapstruct 830 delete [] regionmap; regionmap = 0;
1452 * m : pointer to mapstruct, if NULL no action 831}
1453 * this deletes all the data on the map (freeing pointers)
1454 * and then removes this map from the global linked list of maps.
1455 */
1456 832
1457void delete_map(mapstruct *m) { 833void
1458 mapstruct *tmp, *last; 834maptile::clear_header ()
1459 int i; 835{
836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1460 841
1461 if (!m) 842 for (int i = 0; i < array_length (tile_path); i++)
1462 return; 843 tile_path [i] = 0;
1463 if (m->in_memory == MAP_IN_MEMORY) { 844}
1464 /* change to MAP_SAVING, even though we are not, 845
1465 * so that remove_ob doesn't do as much work. 846maptile::~maptile ()
1466 */ 847{
1467 m->in_memory = MAP_SAVING; 848 assert (destroyed ());
1468 free_map (m, 1); 849}
1469 } 850
1470 /* move this out of free_map, since tmpname can still be needed if 851void
1471 * the map is swapped out. 852maptile::clear_links_to (maptile *m)
1472 */ 853{
1473 if (m->tmpname) {
1474 free(m->tmpname);
1475 m->tmpname=NULL;
1476 }
1477 last = NULL;
1478 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1479 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1480 * tiling can be assymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1481 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1482 */ 858 */
1483 for (tmp = first_map; tmp != NULL; tmp = tmp->next) { 859 for (int i = 0; i < array_length (tile_path); i++)
1484 if (tmp->next == m) last = tmp; 860 if (tile_map[i] == m)
1485 861 tile_map[i] = 0;
1486 /* This should hopefully get unrolled on a decent compiler */
1487 for (i=0; i<4; i++)
1488 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1489 }
1490
1491 /* If last is null, then this should be the first map in the list */
1492 if (!last) {
1493 if (m == first_map)
1494 first_map = m->next;
1495 else
1496 /* m->path is a static char, so should hopefully still have
1497 * some useful data in it.
1498 */
1499 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1500 m->path);
1501 }
1502 else
1503 last->next = m->next;
1504
1505 free (m);
1506} 862}
1507 863
864void
865maptile::do_destroy ()
866{
867 attachable::do_destroy ();
1508 868
869 clear ();
870}
1509 871
1510/* 872/* decay and destroy perishable items in a map */
1511 * Makes sure the given map is loaded and swapped in. 873// TODO: should be done regularly, not on map load?
1512 * name is path name of the map. 874void
1513 * flags meaning: 875maptile::do_decay_objects ()
1514 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 876{
1515 * and don't do unique items or the like. 877 if (!spaces)
1516 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1517 * dont do any more name translation on it.
1518 *
1519 * Returns a pointer to the given map.
1520 */
1521
1522mapstruct *ready_map_name(const char *name, int flags) {
1523 mapstruct *m;
1524
1525 if (!name)
1526 return (NULL);
1527
1528 /* Have we been at this level before? */
1529 m = has_been_loaded (name);
1530
1531 /* Map is good to go, so just return it */
1532 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1533 return m;
1534 }
1535
1536 /* unique maps always get loaded from their original location, and never
1537 * a temp location. Likewise, if map_flush is set, or we have never loaded
1538 * this map, load it now. I removed the reset checking from here -
1539 * it seems the probability of a player trying to enter a map that should
1540 * reset but hasn't yet is quite low, and removing that makes this function
1541 * a bit cleaner (and players probably shouldn't rely on exact timing for
1542 * resets in any case - if they really care, they should use the 'maps command.
1543 */
1544 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1545
1546 /* first visit or time to reset */
1547 if (m) {
1548 clean_tmp_map(m); /* Doesn't make much difference */
1549 delete_map(m);
1550 }
1551
1552 /* create and load a map */
1553 if (flags & MAP_PLAYER_UNIQUE)
1554 LOG(llevDebug, "Trying to load map %s.\n", name);
1555 else
1556 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1557
1558 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1559 return (NULL);
1560
1561 fix_auto_apply(m); /* Chests which open as default */
1562
1563 /* If a player unique map, no extra unique object file to load.
1564 * if from the editor, likewise.
1565 */
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1567 load_unique_objects(m);
1568
1569 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1570 m=load_overlay_map(name, m);
1571 if (m==NULL)
1572 return NULL;
1573 }
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m; 878 return;
1607}
1608 879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
882 {
883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
938 }
939}
1609 940
1610/* 941/*
1611 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1614 * 945 *
1615 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1616 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1618 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1619 */ 950 */
1620 951int
1621int calculate_difficulty(mapstruct *m) { 952maptile::estimate_difficulty () const
1622 object *op; 953{
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0; 954 long monster_cnt = 0;
1626 double avgexp = 0; 955 double avgexp = 0;
1627 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1628 957
1629 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1630 { 959 for (object *op = ms->bot; op; op = op->above)
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 { 960 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1640 { 962 {
1641 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1642 monster_cnt++; 964 monster_cnt++;
1643 } 965 }
1644 966
1645 if(QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1646 { 968 {
1647 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1648 at = type_to_archetype(GENERATE_TYPE (op));
1649 970
1650 if(at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1651 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1652
1653 monster_cnt++; 974 monster_cnt++;
1654 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1655 } 982 }
983 }
1656 984
1657 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1658 986
1659 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i; 989 return i;
1665 }
1666 }
1667 990
1668 return 1; 991 return 1;
1669}
1670
1671void clean_tmp_map(mapstruct *m) {
1672 if(m->tmpname == NULL)
1673 return;
1674 if (clean_temporary_map_callback)
1675 clean_temporary_map_callback (m);
1676 (void) unlink(m->tmpname);
1677}
1678
1679void free_all_maps(void)
1680{
1681 int real_maps=0;
1682
1683 while (first_map) {
1684 /* I think some of the callers above before it gets here set this to be
1685 * saving, but we still want to free this data
1686 */
1687 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1688 delete_map(first_map);
1689 real_maps++;
1690 }
1691 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1692} 992}
1693 993
1694/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1695 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1696 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1697 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1698 * to maps than los. 998 * to maps than los.
1699 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1700 */ 1000 */
1701 1001int
1702int change_map_light(mapstruct *m, int change) { 1002maptile::change_map_light (int change)
1703 int new_level = m->darkness + change; 1003{
1704
1705 /* Nothing to do */ 1004 /* Nothing to do */
1706 if(!change || (new_level <= 0 && m->darkness == 0) || 1005 if (!change)
1707 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1708 return 0; 1006 return 0;
1709 }
1710 1007
1711 /* inform all players on the map */ 1008 /* inform all players on the map */
1712 if (change>0) 1009 if (change > 0)
1713 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1714 else 1011 else
1715 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1716 1013
1717 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1718 * we need to be extra careful about negative values.
1719 * In general, the checks below are only needed if change
1720 * is not +/-1
1721 */
1722 if (new_level < 0) m->darkness = 0;
1723 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1724 else m->darkness=new_level;
1725 1015
1726 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1727 update_all_map_los(m); 1017 update_all_map_los (this);
1018
1728 return 1; 1019 return 1;
1729} 1020}
1730
1731 1021
1732/* 1022/*
1733 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1734 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1735 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1736 * through, etc) 1026 * through, etc)
1737 */ 1027 */
1738void update_position (mapstruct *m, int x, int y) { 1028void
1739 object *tmp, *last = NULL; 1029mapspace::update_ ()
1740 uint8 flags = 0, oldflags, light=0, anywhere=0; 1030{
1741 New_Face *top,*floor, *middle; 1031 object *last = 0;
1742 object *top_obj, *floor_obj, *middle_obj; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1743 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1744 1039
1745 oldflags = GET_MAP_FLAGS(m,x,y); 1040 //object *middle = 0;
1746 if (!(oldflags & P_NEED_UPDATE)) { 1041 //object *top = 0;
1747 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1042 //object *floor = 0;
1748 m->path, x, y); 1043 // this seems to generate better code than using locals, above
1749 return; 1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1750 } 1051 {
1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1053 light += tmp->glow_radius;
1751 1054
1752 middle=blank_face;
1753 top=blank_face;
1754 floor=blank_face;
1755
1756 middle_obj = NULL;
1757 top_obj = NULL;
1758 floor_obj = NULL;
1759
1760 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1761
1762 /* This could be made additive I guess (two lights better than
1763 * one). But if so, it shouldn't be a simple additive - 2
1764 * light bulbs do not illuminate twice as far as once since
1765 * it is a disapation factor that is squared (or is it cubed?)
1766 */
1767 if (tmp->glow_radius > light) light = tmp->glow_radius;
1768
1769 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1770 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1771 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1772 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1773 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1774 * 1060 *
1775 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1776 */ 1062 */
1777 if (!tmp->invisible) { 1063 if (expect_true (!tmp->invisible))
1778 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1064 {
1779 top = tmp->face; 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1780 top_obj = tmp; 1066 top = tmp;
1781 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1782 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1068 {
1783 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1784 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1785 */ 1071 */
1786 middle=blank_face; 1072 middle = 0;
1787 top=blank_face; 1073 top = 0;
1788 floor = tmp->face; 1074 floor = tmp;
1789 floor_obj = tmp; 1075 volume = 0;
1790 } 1076 items = 0;
1077 }
1078 else
1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1791 /* Flag anywhere have high priority */ 1086 /* Flag anywhere have high priority */
1792 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1793 middle = tmp->face; 1088 anywhere = tmp;
1794 1089
1795 middle_obj = tmp;
1796 anywhere =1;
1797 }
1798 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
1799 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
1800 * top 1092 * top
1801 */ 1093 */
1802 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1803 middle = tmp->face; 1095 {
1804 middle_obj = tmp; 1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1099 }
1100 }
1101
1102 move_slow |= tmp->move_slow;
1103 move_block |= tmp->move_block;
1104 move_on |= tmp->move_on;
1105 move_off |= tmp->move_off;
1106 move_allow |= tmp->move_allow;
1107
1108 allflags |= tmp->flag;
1109
1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1805 } 1112 }
1806 }
1807 if (tmp==tmp->above) {
1808 LOG(llevError, "Error in structure of map\n");
1809 exit (-1);
1810 }
1811
1812 move_slow |= tmp->move_slow;
1813 move_block |= tmp->move_block;
1814 move_on |= tmp->move_on;
1815 move_off |= tmp->move_off;
1816 move_allow |= tmp->move_allow;
1817 1113
1818 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1114 // FLAG_SEE_ANYWHERE takes precedence
1819 flags |= P_IS_ALIVE; 1115 if (anywhere)
1820 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1116 middle = anywhere;
1821 flags |= P_NO_MAGIC;
1822 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1823 flags |= P_NO_CLERIC;
1824 1117
1825 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1118 // ORing all flags together and checking them here is much faster
1826 flags |= P_BLOCKSVIEW; 1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1827 } /* for stack of objects */ 1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1828 1123
1829 /* we don't want to rely on this function to have accurate flags, but 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1830 * since we're already doing the work, we calculate them here. 1125 this->flags_ = flags;
1831 * if they don't match, logic is broken someplace. 1126 this->move_block = move_block & ~move_allow;
1832 */ 1127 this->move_on = move_on;
1833 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && 1128 this->move_off = move_off;
1834 (!(oldflags & P_NO_ERROR))) { 1129 this->move_slow = move_slow;
1835 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1130 this->volume_ = (volume + 1023) / 1024;
1836 m->path, x, y, 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1837 (oldflags & ~P_NEED_UPDATE), flags);
1838 }
1839 SET_MAP_FLAGS(m, x, y, flags);
1840 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1841 SET_MAP_MOVE_ON(m, x, y, move_on);
1842 SET_MAP_MOVE_OFF(m, x, y, move_off);
1843 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1844 1132
1845 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1846 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1847 * this point. 1135 * this point.
1848 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1849 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1850 * 1138 *
1851 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1852 */ 1140 */
1853 1141
1854 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1855 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1856 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1857 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1858 */ 1146 */
1859 if (top == middle) middle=blank_face; 1147 if (top == middle)
1148 middle = 0;
1860 1149
1861 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1862 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1863 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1864 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1865 */ 1154 */
1866 1155
1867 for (tmp=last; tmp; tmp=tmp->below) { 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1157 {
1868 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1869 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1159 if (tmp->flag [FLAG_IS_FLOOR])
1160 break;
1870 1161
1871 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1872 if ((top != blank_face) && (middle != blank_face)) break; 1163 if (top && middle)
1164 break;
1873 1165
1874 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
1875 if (!tmp->invisible || editor) { 1167 if (!tmp->invisible)
1168 {
1876 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1877 if (top == blank_face) { 1170 if (!top)
1878 top = tmp->face; 1171 {
1879 top_obj = tmp; 1172 top = tmp;
1880 if (top == middle) middle=blank_face; 1173 if (top == middle)
1881 } else { 1174 middle = 0;
1175 }
1176 else
1177 {
1882 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1883 * middle is not set 1179 * middle is not set
1884 * 1180 *
1885 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1886 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1887 * 1183 *
1888 */ 1184 */
1889 if (tmp->face != top ) { 1185 if (tmp != top)
1890 middle = tmp->face; 1186 {
1891 middle_obj = tmp; 1187 middle = tmp;
1892 break; 1188 break;
1893 } 1189 }
1190 }
1191 }
1894 } 1192 }
1895 } 1193
1194 if (middle == floor)
1195 middle = 0;
1196
1197 if (top == middle)
1198 middle = 0;
1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space
1202 && !middle)
1896 } 1203 {
1897 if (middle == floor) middle = blank_face; 1204 floor->set_anim_frame (0);
1898 if (top == middle) middle = blank_face;
1899 SET_MAP_FACE(m,x,y,top,0);
1900 if(top != blank_face)
1901 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1902 else
1903 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1904 SET_MAP_FACE(m,x,y,middle,1);
1905 if(middle != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1909 SET_MAP_FACE(m,x,y,floor,2);
1910 if(floor != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1914 SET_MAP_LIGHT(m,x,y,light);
1915}
1916 1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 // mirror the floor - very unreliable because usually outdated,
1209 // but somewhta works because floors do not change often :/
1210 middle = floor;
1917 1211
1918void set_map_reset_time(mapstruct *map) { 1212 mapspace &ms = m->at (floor->x, floor->y);
1919 int timeout;
1920 1213
1921 timeout = MAP_RESET_TIMEOUT(map); 1214 ms.update ();
1922 if (timeout <= 0)
1923 timeout = MAP_DEFAULTRESET;
1924 if (timeout >= MAP_MAXRESET)
1925 timeout = MAP_MAXRESET;
1926 MAP_WHEN_RESET(map) = seconds()+timeout;
1927}
1928 1215
1929/* this updates the orig_map->tile_map[tile_num] value after loading 1216 if (object *floor2 = ms.faces_obj [2])
1930 * the map. It also takes care of linking back the freshly loaded 1217 if (floor2->arch->archname != shstr_quad_open_space)
1931 * maps tile_map values if it tiles back to this one. It returns 1218 {
1932 * the value of orig_map->tile_map[tile_num]. It really only does this 1219 floor->set_anim_frame (1);
1933 * so that it is easier for calling functions to verify success. 1220 middle = floor;
1934 */ 1221 floor = floor2;
1222 }
1223 }
1224 }
1935 1225
1936static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1226#if 0
1937{ 1227 faces_obj [0] = top;
1938 int dest_tile = (tile_num +2) % 4; 1228 faces_obj [1] = middle;
1939 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1229 faces_obj [2] = floor;
1230#endif
1231}
1940 1232
1941 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1233maptile *
1234maptile::tile_available (int dir, bool load)
1235{
1236 if (tile_path[dir])
1237 {
1238 // map is there and we don't need to load it OR it's loaded => return what we have
1239 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1240 return tile_map[dir];
1942 1241
1943 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1242 // well, try to locate it then, if possible - maybe it's there already
1944 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1945 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1244 return tile_map[dir];
1946 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1245 }
1947 1246
1948 return orig_map->tile_map[tile_num]; 1247 return 0;
1949} 1248}
1950 1249
1951/* this returns TRUE if the coordinates (x,y) are out of 1250/* this returns TRUE if the coordinates (x,y) are out of
1952 * map m. This function also takes into account any 1251 * map m. This function also takes into account any
1953 * tiling considerations, loading adjacant maps as needed. 1252 * tiling considerations, loading adjacant maps as needed.
1954 * This is the function should always be used when it 1253 * This is the function should always be used when it
1955 * necessary to check for valid coordinates. 1254 * necessary to check for valid coordinates.
1956 * This function will recursively call itself for the 1255 * This function will recursively call itself for the
1957 * tiled maps. 1256 * tiled maps.
1958 * 1257 */
1959 * 1258int
1960 */
1961int out_of_map(mapstruct *m, int x, int y) 1259out_of_map (maptile *m, int x, int y)
1962{ 1260{
1963
1964 /* If we get passed a null map, this is obviously the 1261 /* If we get passed a null map, this is obviously the
1965 * case. This generally shouldn't happen, but if the 1262 * case. This generally shouldn't happen, but if the
1966 * map loads fail below, it could happen. 1263 * map loads fail below, it could happen.
1967 */ 1264 */
1968 if (!m) return 0; 1265 if (!m)
1969
1970 if (x<0) {
1971 if (!m->tile_path[3]) return 1;
1972 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 3);
1974 }
1975 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1976 }
1977 if (x>=MAP_WIDTH(m)) {
1978 if (!m->tile_path[1]) return 1;
1979 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 1);
1981 }
1982 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1983 }
1984 if (y<0) {
1985 if (!m->tile_path[0]) return 1;
1986 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 0);
1988 }
1989 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1990 }
1991 if (y>=MAP_HEIGHT(m)) {
1992 if (!m->tile_path[2]) return 1;
1993 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 2);
1995 }
1996 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1997 }
1998
1999 /* Simple case - coordinates are within this local
2000 * map.
2001 */
2002 return 0; 1266 return 0;
1267
1268 if (x < 0)
1269 {
1270 if (!m->tile_available (3))
1271 return 1;
1272
1273 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1274 }
1275
1276 if (x >= m->width)
1277 {
1278 if (!m->tile_available (1))
1279 return 1;
1280
1281 return out_of_map (m->tile_map[1], x - m->width, y);
1282 }
1283
1284 if (y < 0)
1285 {
1286 if (!m->tile_available (0))
1287 return 1;
1288
1289 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1290 }
1291
1292 if (y >= m->height)
1293 {
1294 if (!m->tile_available (2))
1295 return 1;
1296
1297 return out_of_map (m->tile_map[2], x, y - m->height);
1298 }
1299
1300 /* Simple case - coordinates are within this local
1301 * map.
1302 */
1303 return 0;
2003} 1304}
2004 1305
2005/* This is basically the same as out_of_map above, but 1306/* This is basically the same as out_of_map above, but
2006 * instead we return NULL if no map is valid (coordinates 1307 * instead we return NULL if no map is valid (coordinates
2007 * out of bounds and no tiled map), otherwise it returns 1308 * out of bounds and no tiled map), otherwise it returns
2008 * the map as that the coordinates are really on, and 1309 * the map as that the coordinates are really on, and
2009 * updates x and y to be the localized coordinates. 1310 * updates x and y to be the localised coordinates.
2010 * Using this is more efficient of calling out_of_map 1311 * Using this is more efficient of calling out_of_map
2011 * and then figuring out what the real map is 1312 * and then figuring out what the real map is
2012 */ 1313 */
2013mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1314maptile *
1315maptile::xy_find (sint16 &x, sint16 &y)
2014{ 1316{
2015 1317 if (x < 0)
2016 if (*x<0) {
2017 if (!m->tile_path[3]) return NULL;
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 3);
2020
2021 *x += MAP_WIDTH(m->tile_map[3]);
2022 return (get_map_from_coord(m->tile_map[3], x, y));
2023 } 1318 {
2024 if (*x>=MAP_WIDTH(m)) { 1319 if (!tile_available (3))
2025 if (!m->tile_path[1]) return NULL; 1320 return 0;
2026 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2027 load_and_link_tiled_map(m, 1);
2028 1321
2029 *x -= MAP_WIDTH(m); 1322 x += tile_map[3]->width;
2030 return (get_map_from_coord(m->tile_map[1], x, y)); 1323 return tile_map[3]->xy_find (x, y);
1324 }
1325
1326 if (x >= width)
2031 } 1327 {
2032 if (*y<0) { 1328 if (!tile_available (1))
2033 if (!m->tile_path[0]) return NULL; 1329 return 0;
2034 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map(m, 0);
2036 1330
2037 *y += MAP_HEIGHT(m->tile_map[0]); 1331 x -= width;
2038 return (get_map_from_coord(m->tile_map[0], x, y)); 1332 return tile_map[1]->xy_find (x, y);
1333 }
1334
1335 if (y < 0)
2039 } 1336 {
2040 if (*y>=MAP_HEIGHT(m)) { 1337 if (!tile_available (0))
2041 if (!m->tile_path[2]) return NULL; 1338 return 0;
2042 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2043 load_and_link_tiled_map(m, 2);
2044 1339
2045 *y -= MAP_HEIGHT(m); 1340 y += tile_map[0]->height;
2046 return (get_map_from_coord(m->tile_map[2], x, y)); 1341 return tile_map[0]->xy_find (x, y);
1342 }
1343
1344 if (y >= height)
2047 } 1345 {
1346 if (!tile_available (2))
1347 return 0;
2048 1348
1349 y -= height;
1350 return tile_map[2]->xy_find (x, y);
1351 }
1352
2049 /* Simple case - coordinates are within this local 1353 /* Simple case - coordinates are within this local
2050 * map. 1354 * map.
2051 */ 1355 */
2052 1356 return this;
2053 return m;
2054} 1357}
2055 1358
2056/** 1359/**
2057 * Return whether map2 is adjacent to map1. If so, store the distance from 1360 * Return whether map2 is adjacent to map1. If so, store the distance from
2058 * map1 to map2 in dx/dy. 1361 * map1 to map2 in dx/dy.
2059 */ 1362 */
2060static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1363int
1364adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1365{
2061 if (!map1 || !map2) 1366 if (!map1 || !map2)
2062 return 0; 1367 return 0;
2063 1368
1369 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1370 //fix: compare paths instead (this is likely faster, too!)
2064 if (map1 == map2) { 1371 if (map1 == map2)
1372 {
2065 *dx = 0; 1373 *dx = 0;
2066 *dy = 0; 1374 *dy = 0;
2067 1375 }
2068 } else if (map1->tile_map[0] == map2) { /* up */ 1376 else if (map1->tile_available (TILE_NORTH, false) == map2)
1377 {
2069 *dx = 0; 1378 *dx = 0;
2070 *dy = -MAP_HEIGHT(map2); 1379 *dy = -map2->height;
2071 } else if (map1->tile_map[1] == map2) { /* right */ 1380 }
2072 *dx = MAP_WIDTH(map1); 1381 else if (map1->tile_available (TILE_EAST , false) == map2)
1382 {
1383 *dx = map1->width;
2073 *dy = 0; 1384 *dy = 0;
2074 } else if (map1->tile_map[2] == map2) { /* down */ 1385 }
1386 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1387 {
2075 *dx = 0; 1388 *dx = 0;
2076 *dy = MAP_HEIGHT(map1); 1389 *dy = map1->height;
2077 } else if (map1->tile_map[3] == map2) { /* left */ 1390 }
2078 *dx = -MAP_WIDTH(map2); 1391 else if (map1->tile_available (TILE_WEST , false) == map2)
1392 {
1393 *dx = -map2->width;
2079 *dy = 0; 1394 *dy = 0;
2080
2081 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2082 *dx = MAP_WIDTH(map1->tile_map[0]);
2083 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2084 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2085 *dx = -MAP_WIDTH(map2);
2086 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2087 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2088 *dx = MAP_WIDTH(map1);
2089 *dy = -MAP_HEIGHT(map2);
2090 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2091 *dx = MAP_WIDTH(map1);
2092 *dy = MAP_HEIGHT(map1->tile_map[1]);
2093 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2094 *dx = MAP_WIDTH(map1->tile_map[2]);
2095 *dy = MAP_HEIGHT(map1);
2096 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2097 *dx = -MAP_WIDTH(map2);
2098 *dy = MAP_HEIGHT(map1);
2099 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2100 *dx = -MAP_WIDTH(map1->tile_map[3]);
2101 *dy = -MAP_HEIGHT(map2);
2102 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2103 *dx = -MAP_WIDTH(map1->tile_map[3]);
2104 *dy = MAP_HEIGHT(map1->tile_map[3]);
2105
2106 } else { /* not "adjacent" enough */
2107 return 0;
2108 } 1395 }
2109 1396 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1397 { /* up right */
1398 *dx = +map1->tile_map[TILE_NORTH]->width;
1399 *dy = -map1->tile_map[TILE_NORTH]->height;
1400 }
1401 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1402 { /* up left */
1403 *dx = -map2->width;
1404 *dy = -map1->tile_map[TILE_NORTH]->height;
1405 }
1406 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1407 { /* right up */
1408 *dx = +map1->width;
1409 *dy = -map2->height;
1410 }
1411 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1412 { /* right down */
1413 *dx = +map1->width;
1414 *dy = +map1->tile_map[TILE_EAST]->height;
1415 }
1416 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1417 { /* down right */
1418 *dx = +map1->tile_map[TILE_SOUTH]->width;
1419 *dy = +map1->height;
1420 }
1421 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1422 { /* down left */
1423 *dx = -map2->width;
1424 *dy = +map1->height;
1425 }
1426 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1427 { /* left up */
1428 *dx = -map1->tile_map[TILE_WEST]->width;
1429 *dy = -map2->height;
1430 }
1431 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1432 { /* left down */
1433 *dx = -map1->tile_map[TILE_WEST]->width;
1434 *dy = +map1->tile_map[TILE_WEST]->height;
1435 }
1436 else
2110 return 1; 1437 return 0;
1438
1439 return 1;
1440}
1441
1442maptile *
1443maptile::xy_load (sint16 &x, sint16 &y)
1444{
1445 maptile *map = xy_find (x, y);
1446
1447 if (map)
1448 map->load_sync ();
1449
1450 return map;
1451}
1452
1453maptile *
1454get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1455{
1456 return m->xy_load (*x, *y);
2111} 1457}
2112 1458
2113/* From map.c 1459/* From map.c
2114 * This is used by get_player to determine where the other 1460 * This is used by get_player to determine where the other
2115 * creature is. get_rangevector takes into account map tiling, 1461 * creature is. get_rangevector takes into account map tiling,
2116 * so you just can not look the the map coordinates and get the 1462 * so you just can not look the the map coordinates and get the
2117 * righte value. distance_x/y are distance away, which 1463 * righte value. distance_x/y are distance away, which
2118 * can be negativbe. direction is the crossfire direction scheme 1464 * can be negative. direction is the crossfire direction scheme
2119 * that the creature should head. part is the part of the 1465 * that the creature should head. part is the part of the
2120 * monster that is closest. 1466 * monster that is closest.
2121 * 1467 *
2122 * get_rangevector looks at op1 and op2, and fills in the 1468 * get_rangevector looks at op1 and op2, and fills in the
2123 * structure for op1 to get to op2. 1469 * structure for op1 to get to op2.
2128 * be unexpected 1474 * be unexpected
2129 * 1475 *
2130 * currently, the only flag supported (0x1) is don't translate for 1476 * currently, the only flag supported (0x1) is don't translate for
2131 * closest body part of 'op1' 1477 * closest body part of 'op1'
2132 */ 1478 */
2133 1479void
2134void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1480get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1481{
2135 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1482 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1483 {
2136 /* be conservative and fill in _some_ data */ 1484 /* be conservative and fill in _some_ data */
2137 retval->distance = 100000; 1485 retval->distance = 10000;
2138 retval->distance_x = 32767; 1486 retval->distance_x = 10000;
2139 retval->distance_y = 32767; 1487 retval->distance_y = 10000;
2140 retval->direction = 0; 1488 retval->direction = 0;
2141 retval->part = 0; 1489 retval->part = 0;
2142 } else { 1490 }
2143 object *best; 1491 else
2144 1492 {
2145 retval->distance_x += op2->x-op1->x; 1493 retval->distance_x += op2->x - op1->x;
2146 retval->distance_y += op2->y-op1->y; 1494 retval->distance_y += op2->y - op1->y;
2147 1495
2148 best = op1; 1496 object *best = op1;
1497
2149 /* If this is multipart, find the closest part now */ 1498 /* If this is multipart, find the closest part now */
2150 if (!(flags&0x1) && op1->more) { 1499 if (!(flags & 1) && op1->more)
2151 object *tmp; 1500 {
2152 int best_distance = retval->distance_x*retval->distance_x+ 1501 int best_distance = idistance (retval->distance_x, retval->distance_y);
2153 retval->distance_y*retval->distance_y, tmpi;
2154 1502
2155 /* we just take the offset of the piece to head to figure 1503 /* we just take the offset of the piece to head to figure
2156 * distance instead of doing all that work above again 1504 * distance instead of doing all that work above again
2157 * since the distance fields we set above are positive in the 1505 * since the distance fields we set above are positive in the
2158 * same axis as is used for multipart objects, the simply arithmetic 1506 * same axis as is used for multipart objects, the simply arithmetic
2159 * below works. 1507 * below works.
2160 */ 1508 */
2161 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1509 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1510 {
2162 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1511 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2163 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1512
2164 if (tmpi < best_distance) { 1513 if (tmpi < best_distance)
1514 {
2165 best_distance = tmpi; 1515 best_distance = tmpi;
2166 best = tmp; 1516 best = tmp;
2167 } 1517 }
2168 } 1518 }
1519
2169 if (best != op1) { 1520 if (best != op1)
1521 {
2170 retval->distance_x += op1->x-best->x; 1522 retval->distance_x += op1->x - best->x;
2171 retval->distance_y += op1->y-best->y; 1523 retval->distance_y += op1->y - best->y;
2172 } 1524 }
2173 } 1525 }
1526
2174 retval->part = best; 1527 retval->part = best;
2175 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1528 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2176 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1529 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2177 } 1530 }
2178} 1531}
2179 1532
2180/* this is basically the same as get_rangevector above, but instead of 1533/* this is basically the same as get_rangevector above, but instead of
2181 * the first parameter being an object, it instead is the map 1534 * the first parameter being an object, it instead is the map
2185 * flags has no meaning for this function at this time - I kept it in to 1538 * flags has no meaning for this function at this time - I kept it in to
2186 * be more consistant with the above function and also in case they are needed 1539 * be more consistant with the above function and also in case they are needed
2187 * for something in the future. Also, since no object is pasted, the best 1540 * for something in the future. Also, since no object is pasted, the best
2188 * field of the rv_vector is set to NULL. 1541 * field of the rv_vector is set to NULL.
2189 */ 1542 */
2190 1543void
2191void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1544get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1545{
2192 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1546 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1547 {
2193 /* be conservative and fill in _some_ data */ 1548 /* be conservative and fill in _some_ data */
2194 retval->distance = 100000; 1549 retval->distance = 100000;
2195 retval->distance_x = 32767; 1550 retval->distance_x = 32767;
2196 retval->distance_y = 32767; 1551 retval->distance_y = 32767;
2197 retval->direction = 0; 1552 retval->direction = 0;
2198 retval->part = 0; 1553 retval->part = 0;
2199 } else { 1554 }
1555 else
1556 {
2200 retval->distance_x += op2->x-x; 1557 retval->distance_x += op2->x - x;
2201 retval->distance_y += op2->y-y; 1558 retval->distance_y += op2->y - y;
2202 1559
2203 retval->part = NULL; 1560 retval->part = 0;
2204 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1561 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2205 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1562 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2206 } 1563 }
2207} 1564}
2208 1565
2209/* Returns true of op1 and op2 are effectively on the same map 1566/* Returns true of op1 and op2 are effectively on the same map
2210 * (as related to map tiling). Note that this looks for a path from 1567 * (as related to map tiling). Note that this looks for a path from
2211 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1568 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2212 * to op1, this will still return false. 1569 * to op1, this will still return false.
2213 * Note we only look one map out to keep the processing simple 1570 * Note we only look one map out to keep the processing simple
2214 * and efficient. This could probably be a macro. 1571 * and efficient. This could probably be a macro.
2215 * MSW 2001-08-05 1572 * MSW 2001-08-05
2216 */ 1573 */
1574int
2217int on_same_map(const object *op1, const object *op2) { 1575on_same_map (const object *op1, const object *op2)
1576{
2218 int dx, dy; 1577 int dx, dy;
2219 1578
2220 return adjacent_map(op1->map, op2->map, &dx, &dy); 1579 return adjacent_map (op1->map, op2->map, &dx, &dy);
2221} 1580}
1581
1582//-GPL
1583
1584object *
1585maptile::insert (object *op, int x, int y, object *originator, int flags)
1586{
1587 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1588}
1589
1590region *
1591maptile::region (int x, int y) const
1592{
1593 if (regions
1594 && regionmap
1595 && !OUT_OF_REAL_MAP (this, x, y))
1596 if (struct region *reg = regionmap [regions [y * width + x]])
1597 return reg;
1598
1599 if (default_region)
1600 return default_region;
1601
1602 return ::region::default_region ();
1603}
1604
1605//+GPL
1606
1607/* picks a random object from a style map.
1608 */
1609object *
1610maptile::pick_random_object (rand_gen &gen) const
1611{
1612 /* while returning a null object will result in a crash, that
1613 * is actually preferable to an infinite loop. That is because
1614 * most servers will automatically restart in case of crash.
1615 * Change the logic on getting the random space - shouldn't make
1616 * any difference, but this seems clearer to me.
1617 */
1618 for (int i = 1000; --i;)
1619 {
1620 object *pick = at (gen (width), gen (height)).bot;
1621
1622 // must be head: do not prefer big monsters just because they are big.
1623 if (pick && pick->is_head ())
1624 return pick;
1625 }
1626
1627 // instead of crashing in the unlikely(?) case, try to return *something*
1628 return archetype::find (shstr_bug);
1629}
1630
1631//-GPL
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players_on_map (pl, this)
1640 if (client *ns = pl->ns)
1641 {
1642 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y;
1644
1645 int distance = idistance (dx, dy);
1646
1647 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy);
1649 }
1650}
1651
1652void
1653maptile::say_msg (const char *msg, int x, int y) const
1654{
1655 for_all_players (pl)
1656 if (client *ns = pl->ns)
1657 {
1658 int dx = x - pl->ob->x;
1659 int dy = y - pl->ob->y;
1660
1661 int distance = idistance (dx, dy);
1662
1663 if (distance <= MAX_SOUND_DISTANCE)
1664 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1665 }
1666}
1667
1668dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1669
1670static void
1671split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1672{
1673 // clip to map to the left
1674 if (x0 < 0)
1675 {
1676 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1677 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1678
1679 if (x1 < 0) // entirely to the left
1680 return;
1681
1682 x0 = 0;
1683 }
1684
1685 // clip to map to the right
1686 if (x1 > m->width)
1687 {
1688 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1689 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1690
1691 if (x0 > m->width) // entirely to the right
1692 return;
1693
1694 x1 = m->width;
1695 }
1696
1697 // clip to map above
1698 if (y0 < 0)
1699 {
1700 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1701 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1702
1703 if (y1 < 0) // entirely above
1704 return;
1705
1706 y0 = 0;
1707 }
1708
1709 // clip to map below
1710 if (y1 > m->height)
1711 {
1712 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1713 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1714
1715 if (y0 > m->height) // entirely below
1716 return;
1717
1718 y1 = m->height;
1719 }
1720
1721 // if we get here, the rect is within the current map
1722 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1723
1724 r->m = m;
1725 r->x0 = x0;
1726 r->y0 = y0;
1727 r->x1 = x1;
1728 r->y1 = y1;
1729 r->dx = dx;
1730 r->dy = dy;
1731}
1732
1733maprect *
1734maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1735{
1736 buf.clear ();
1737
1738 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1739
1740 // add end marker
1741 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1742 r->m = 0;
1743
1744 return (maprect *)buf.linearise ();
1745}
1746

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