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Comparing deliantra/server/common/map.C (file contents):
Revision 1.23 by root, Mon Sep 4 15:51:24 2006 UTC vs.
Revision 1.101 by root, Sat Apr 21 16:56:28 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.23 2006/09/04 15:51:24 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your 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 GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 at <crossfire@schmorp.de>
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 */ 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
37 31
38#include "path.h" 32#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 33
59/* 34/*
60 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 38 * it really should be called create_mapname
64 */ 39 */
65 40const char *
66const char *create_pathname (const char *name) { 41create_pathname (const char *name)
42{
67 static char buf[MAX_BUF]; 43 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 45 return buf;
77} 46}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 47
138/* 48/*
139 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 51 * is returned.
148 * the rest of the code only cares that the file is readable. 58 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 59 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
152 */ 62 */
153 63int
154int check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
155{ 65{
156 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
157#ifndef WIN32 67
158 char *endbuf; 68 char *endbuf;
159 struct stat statbuf; 69 struct stat statbuf;
160 int mode = 0, i; 70 int mode = 0;
161#endif
162 71
163 if (prepend_dir) 72 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 73 assign (buf, create_pathname (name));
165 else 74 else
166 strcpy(buf, name); 75 assign (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 76
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
174 * all the names. 80 * all the names.
175 */ 81 */
176 endbuf = buf + strlen(buf); 82 endbuf = buf + strlen (buf);
177 83
178 if (stat (buf, &statbuf)) 84 if (stat (buf, &statbuf))
179 return -1; 85 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 86 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 87 return (-1);
182 88
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 91 mode |= 4;
187 92
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 95 mode |= 2;
192 96
193 return (mode); 97 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 98}
234 99
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 105 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 106 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 107 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
244 */ 109 */
110int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 112{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 113 sint16 newx = x;
253 newy = y; 114 sint16 newy = y;
115
254 mp = get_map_from_coord(oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 117
256 retval |= P_NEW_MAP; 118 if (!mp)
119 return P_OUT_OF_MAP;
120
257 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 122 if (nx) *nx = newx;
259 if (ny) *ny = newy; 123 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 124
262 if (retval & P_SAFE) 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 126}
267
268 127
269/* 128/*
270 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 131 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 135 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 136 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 137 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 138 * by the caller.
280 */ 139 */
281 140int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 141blocked_link (object *ob, maptile *m, int sx, int sy)
142{
283 object *tmp; 143 object *tmp;
284 int mflags, blocked; 144 int mflags, blocked;
285 145
286 /* Make sure the coordinates are valid - they should be, as caller should 146 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 147 * have already checked this.
288 */ 148 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 149 if (OUT_OF_REAL_MAP (m, sx, sy))
150 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 152 return 1;
292 } 153 }
293 154
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 155 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 156 * directly.
296 */ 157 */
297 mflags = m->spaces[sx + m->width * sy].flags; 158 mflags = m->at (sx, sy).flags ();
298 159
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 161
301 /* If space is currently not blocked by anything, no need to 162 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 163 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 164 * things we need to do for players.
304 */ 165 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0;
306 168
307 /* if there isn't anytyhing alive on this space, and this space isn't 169 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 170 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 171 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 172 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 173 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
313 */ 175 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0;
315 178
316 if(ob->head != NULL) 179 if (ob->head != NULL)
317 ob=ob->head; 180 ob = ob->head;
318 181
319 /* We basically go through the stack of objects, and if there is 182 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 183 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 184 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 185 * ob is blocking it, so return 0.
323 */ 186 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 {
325 189
326 /* This must be before the checks below. Code for inventory checkers. */ 190 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 {
328 /* If last_sp is set, the player/monster needs an object, 193 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 194 * so we check for it. If they don't have it, they can't
330 * pass through this space. 195 * pass through this space.
331 */ 196 */
332 if (tmp->last_sp) { 197 if (tmp->last_sp)
198 {
333 if (check_inv_recursive(ob,tmp)==NULL) 199 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 200 return 1;
335 else 201 else
336 continue; 202 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 203 }
346 } /* if check_inv */
347 else { 204 else
205 {
206 /* In this case, the player must not have the object -
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else
216 {
348 /* Broke apart a big nasty if into several here to make 217 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 218 * this more readable. first check - if the space blocks
350 * movement, can't move here. 219 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 220 * second - if a monster, can't move there, unles it is a
352 * hidden dm 221 * hidden dm
353 */ 222 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 227 return 1;
358 } 228 }
359 229
360 } 230 }
361 return 0; 231 return 0;
362} 232}
363
364 233
365/* 234/*
366 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
367 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
386 * 255 *
387 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
389 * against the move_block values. 258 * against the move_block values.
390 */ 259 */
391 260int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
393 archetype *tmp; 263 archetype *tmp;
394 int flag; 264 int flag;
395 mapstruct *m1; 265 maptile *m1;
396 sint16 sx, sy; 266 sint16 sx, sy;
397 267
398 if(ob==NULL) { 268 if (!ob)
269 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
401 273
402 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
404 } 276 }
405 277
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 281
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
411 286
287 mapspace &ms = m1->at (sx, sy);
288
412 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 292 */
416 293
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
418 296
419 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
421 */ 299 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 301 return P_NO_PASS;
424
425 } 302 }
303
426 return 0; 304 return 0;
427} 305}
428 306
429/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 309 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
434 */ 312 */
435 313void
436void fix_container(object *container) 314fix_container (object *container)
437{ 315{
438 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
439 317
440 container->inv=NULL; 318 container->inv = 0;
441 while (tmp!=NULL) { 319 while (tmp)
320 {
442 next = tmp->below; 321 next = tmp->below;
443 if (tmp->inv) 322 if (tmp->inv)
444 fix_container(tmp); 323 fix_container (tmp);
324
445 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
446 tmp = next; 326 tmp = next;
447 } 327 }
328
448 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 330 * carrying.
450 */ 331 */
451 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
452} 344}
453 345
454/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *op = ms->bot; op; op = op->above)
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above;
471
472 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 361 if (!op->head && !op->more && op->arch->more)
474 362 {
475 /* If there is nothing more to this object, this for loop 363 op->remove ();
476 * won't do anything. 364 op->expand_tail ();
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */ 366 }
496 } /* for objects on this space */ 367 }
497} 368}
498
499
500 369
501/* 370/*
502 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer. 372 * file pointer.
504 * mapflags is the same as we get with load_original_map
505 */ 373 */
374bool
375maptile::_load_objects (object_thawer &f)
376{
377 for (;;)
378 {
379 coroapi::cede_to_tick_every (100); // cede once in a while
506 380
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 381 switch (f.kw)
508 int i,j;
509 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp;
511
512 op=get_object();
513 op->map = m; /* To handle buttons correctly */
514
515 while((i = load_object (fp, op, mapflags))) {
516 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either.
519 */ 382 {
520 if (op->arch==NULL) { 383 case KW_arch:
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 384 if (object *op = object::read (f, this))
385 {
386 if (op->inv)
387 sum_weight (op);
388
389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390 }
391
522 continue; 392 continue;
523 }
524 393
525
526 switch(i) {
527 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534
535 if (op->inv)
536 sum_weight(op);
537
538 prev=op,last_more=op;
539 break;
540
541 case LL_MORE: 394 case KW_EOF:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 395 return true;
543 op->head=prev,last_more->more=op,last_more=op; 396
397 default:
398 if (!f.parse_error ("map file"))
399 return false;
544 break; 400 break;
545 } 401 }
546 if (mapflags & MAP_STYLE) { 402
547 remove_from_active_list(op); 403 f.next ();
404 }
405
406 return true;
407}
408
409void
410maptile::activate ()
411{
412 active = true;
413
414 if (spaces)
415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *op = ms->bot; op; op = op->above)
417 op->activate_recursive ();
418}
419
420void
421maptile::deactivate ()
422{
423 active = false;
424
425 if (spaces)
426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
427 for (object *op = ms->bot; op; op = op->above)
428 op->deactivate_recursive ();
429}
430
431bool
432maptile::_save_objects (object_freezer &f, int flags)
433{
434 coroapi::cede_to_tick ();
435
436 if (flags & IO_HEADER)
437 _save_header (f);
438
439 if (!spaces)
440 return false;
441
442 for (int i = 0; i < size (); ++i)
443 {
444 int unique = 0;
445 for (object *op = spaces [i].bot; op; op = op->above)
446 {
447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
448 unique = 1;
449
450 if (!op->can_map_save ())
451 continue;
452
453 if (unique || op->flag [FLAG_UNIQUE])
454 {
455 if (flags & IO_UNIQUES)
456 op->write (f);
457 }
458 else if (flags & IO_OBJECTS)
459 op->write (f);
548 } 460 }
549 op=get_object();
550 op->map = m;
551 } 461 }
552 for (i=0;i<m->width;i++){ 462
553 for (j=0;j<m->height;j++){ 463 coroapi::cede_to_tick ();
554 unique =0; 464
555 /* check for unique items, or unique squares */ 465 return true;
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 466}
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 467
558 unique = 1; 468bool
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 469maptile::_load_objects (const char *path, bool skip_header)
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 470{
561 } 471 object_thawer f (path);
472
473 if (!f)
474 return false;
475
476 f.next ();
477
478 if (skip_header)
479 for (;;)
480 {
481 keyword kw = f.kw;
482 f.skip ();
483 if (kw == KW_end)
484 break;
562 } 485 }
563 }
564 free_object(op);
565 link_multipart_objects(m);
566}
567 486
568/* This saves all the objects on the map in a non destructive fashion. 487 return _load_objects (f);
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 488}
570 * and we only save the head of multi part objects - this is needed 489
571 * in order to do map tiling properly. 490bool
491maptile::_save_objects (const char *path, int flags)
492{
493 object_freezer freezer;
494
495 if (!_save_objects (freezer, flags))
496 return false;
497
498 return freezer.save (path);
499}
500
501maptile::maptile ()
502{
503 in_memory = MAP_SWAPPED;
504
505 /* The maps used to pick up default x and y values from the
506 * map archetype. Mimic that behaviour.
572 */ 507 */
573void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 508 width = 16;
574 int i, j = 0,unique=0; 509 height = 16;
575 object *op; 510 timeout = 300;
576 /* first pass - save one-part objects */ 511 max_nrof = 1000; // 1000 items of anything
577 for(i = 0; i < MAP_WIDTH(m); i++) 512 max_volume = 2000000; // 2m³
578 for (j = 0; j < MAP_HEIGHT(m); j++) { 513}
579 unique=0;
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583 514
584 if(op->type == PLAYER) { 515maptile::maptile (int w, int h)
585 LOG(llevDebug, "Player on map that is being saved\n"); 516{
586 continue; 517 in_memory = MAP_SWAPPED;
587 }
588 518
589 if (op->head || op->owner) 519 width = w;
590 continue; 520 height = h;
521 reset_timeout = 0;
522 timeout = 300;
523 enter_x = 0;
524 enter_y = 0;
591 525
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 526 alloc ();
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602} 527}
603 528
604/* 529/*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634}
635
636/*
637 * Allocates the arrays contained in a mapstruct. 530 * Allocates the arrays contained in a maptile.
638 * This basically allocates the dynamic array of spaces for the 531 * This basically allocates the dynamic array of spaces for the
639 * map. 532 * map.
640 */ 533 */
641 534void
642void allocate_map(mapstruct *m) { 535maptile::alloc ()
643 m->in_memory = MAP_IN_MEMORY; 536{
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) { 537 if (spaces)
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657}
658
659/* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m; 538 return;
539
540 spaces = salloc0<mapspace> (size ());
669} 541}
670 542
671/* Takes a string from a map definition and outputs a pointer to the array of shopitems 543/* Takes a string from a map definition and outputs a pointer to the array of shopitems
672 * corresponding to that string. Memory is allocated for this, it must be freed 544 * corresponding to that string. Memory is allocated for this, it must be freed
673 * at a later date. 545 * at a later date.
674 * Called by parse_map_headers below. 546 * Called by parse_map_headers below.
675 */ 547 */
676 548static shopitems *
677static shopitems *parse_shop_string (const char *input_string) { 549parse_shop_string (const char *input_string)
550{
678 char *shop_string, *p, *q, *next_semicolon, *next_colon; 551 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL; 552 shopitems *items = NULL;
680 int i=0, number_of_entries=0; 553 int i = 0, number_of_entries = 0;
681 const typedata *current_type; 554 const typedata *current_type;
682 555
683 shop_string=strdup_local(input_string); 556 shop_string = strdup (input_string);
684 p=shop_string; 557 p = shop_string;
685 /* first we'll count the entries, we'll need that for allocating the array shortly */ 558 /* first we'll count the entries, we'll need that for allocating the array shortly */
686 while (p) { 559 while (p)
560 {
687 p=strchr(p, ';'); 561 p = strchr (p, ';');
688 number_of_entries++; 562 number_of_entries++;
689 if (p) p++; 563 if (p)
564 p++;
690 } 565 }
566
691 p=shop_string; 567 p = shop_string;
692 strip_endline(p); 568 strip_endline (p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 569 items = new shopitems[number_of_entries + 1];
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) { 570 for (i = 0; i < number_of_entries; i++)
571 {
696 if (!p) { 572 if (!p)
573 {
697 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 574 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698 break; 575 break;
699 } 576 }
577
700 next_semicolon=strchr(p, ';'); 578 next_semicolon = strchr (p, ';');
701 next_colon=strchr(p, ':'); 579 next_colon = strchr (p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 580 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 581 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1); 582 items[i].strength = atoi (strchr (p, ':') + 1);
583
584 if (isdigit (*p) || *p == '*')
705 585 {
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 586 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum); 587 current_type = get_typedata (items[i].typenum);
709 if (current_type) { 588 if (current_type)
589 {
710 items[i].name=current_type->name; 590 items[i].name = current_type->name;
711 items[i].name_pl=current_type->name_pl; 591 items[i].name_pl = current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 } 592 }
730 } 593 }
594 else
595 { /*we have a named type, let's figure out what it is */
596 q = strpbrk (p, ";:");
597 if (q)
598 *q = '\0';
599
600 current_type = get_typedata_by_name (p);
601 if (current_type)
602 {
603 items[i].name = current_type->name;
604 items[i].typenum = current_type->number;
605 items[i].name_pl = current_type->name_pl;
606 }
607 else
608 { /* oh uh, something's wrong, let's free up this one, and try
609 * the next entry while we're at it, better print a warning
610 */
611 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
612 }
613 }
614
731 items[i].index=number_of_entries; 615 items[i].index = number_of_entries;
732 if (next_semicolon) p=++next_semicolon; 616 if (next_semicolon)
617 p = ++next_semicolon;
618 else
733 else p=NULL; 619 p = NULL;
734 } 620 }
621
735 free(shop_string); 622 free (shop_string);
736 return items; 623 return items;
737} 624}
738 625
739/* opposite of parse string, this puts the string that was originally fed in to 626/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 627 * the map (or something equivilent) into output_string. */
628static void
741static void print_shop_string(mapstruct *m, char *output_string) { 629print_shop_string (maptile *m, char *output_string)
630{
742 int i; 631 int i;
743 char tmp[MAX_BUF]; 632 char tmp[MAX_BUF];
633
744 strcpy(output_string, ""); 634 strcpy (output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) { 635 for (i = 0; i < m->shopitems[0].index; i++)
636 {
746 if (m->shopitems[i].typenum) { 637 if (m->shopitems[i].typenum)
638 {
747 if (m->shopitems[i].strength) { 639 if (m->shopitems[i].strength)
748 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 640 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749 } 641 else
750 else sprintf(tmp, "%s;", m->shopitems[i].name); 642 sprintf (tmp, "%s;", m->shopitems[i].name);
751 } 643 }
752 else { 644 else
645 {
753 if (m->shopitems[i].strength) { 646 if (m->shopitems[i].strength)
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 647 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
755 } 648 else
756 else sprintf(tmp, "*"); 649 sprintf (tmp, "*");
757 } 650 }
651
758 strcat(output_string, tmp); 652 strcat (output_string, tmp);
759 } 653 }
760} 654}
761 655
762/* This loads the header information of the map. The header 656/* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc. 657 * contains things like difficulty, size, timeout, etc.
767 * put all the stuff in the map object so that names actually make 661 * put all the stuff in the map object so that names actually make
768 * sense. 662 * sense.
769 * This could be done in lex (like the object loader), but I think 663 * This could be done in lex (like the object loader), but I think
770 * currently, there are few enough fields this is not a big deal. 664 * currently, there are few enough fields this is not a big deal.
771 * MSW 2001-07-01 665 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */ 666 */
774 667bool
775static int load_map_header(object_thawer &fp, mapstruct *m) 668maptile::_load_header (object_thawer &thawer)
776{ 669{
777 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 670 for (;;)
778 int msgpos=0; 671 {
779 int maplorepos=0; 672 keyword kw = thawer.get_kv ();
780 673
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 674 switch (kw)
782 buf[HUGE_BUF-1] = 0;
783 key = buf;
784 while (isspace(*key)) key++;
785 if (*key == 0) continue; /* empty line */
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 } 675 {
676 case KW_msg:
677 thawer.get_ml (KW_endmsg, msg);
678 break;
805 679
806 if (!end) { 680 case KW_lore: // CF+ extension
807 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 681 thawer.get_ml (KW_endlore, maplore);
808 buf); 682 break;
683
684 case KW_maplore:
685 thawer.get_ml (KW_endmaplore, maplore);
686 break;
687
688 case KW_arch:
689 if (strcmp (thawer.get_str (), "map"))
690 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
691 break;
692
693 case KW_oid:
694 thawer.get (this, thawer.get_sint32 ());
695 break;
696
697 case KW_file_format_version: break; // nop
698
699 case KW_name: thawer.get (name); break;
700 case KW_attach: thawer.get (attach); break;
701 case KW_reset_time: thawer.get (reset_time); break;
702 case KW_shopgreed: thawer.get (shopgreed); break;
703 case KW_shopmin: thawer.get (shopmin); break;
704 case KW_shopmax: thawer.get (shopmax); break;
705 case KW_shoprace: thawer.get (shoprace); break;
706 case KW_outdoor: thawer.get (outdoor); break;
707 case KW_temp: thawer.get (temp); break;
708 case KW_pressure: thawer.get (pressure); break;
709 case KW_humid: thawer.get (humid); break;
710 case KW_windspeed: thawer.get (windspeed); break;
711 case KW_winddir: thawer.get (winddir); break;
712 case KW_sky: thawer.get (sky); break;
713
714 case KW_per_player: thawer.get (per_player); break;
715 case KW_per_party: thawer.get (per_party); break;
716
717 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719
720 // old names new names
721 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
722 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
723 case KW_x: case KW_width: thawer.get (width); break;
724 case KW_y: case KW_height: thawer.get (height); break;
725 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
726 case KW_value: case KW_swap_time: thawer.get (timeout); break;
727 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
728 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
729 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
730
731 case KW_tile_path_1: thawer.get (tile_path [0]); break;
732 case KW_tile_path_2: thawer.get (tile_path [1]); break;
733 case KW_tile_path_3: thawer.get (tile_path [2]); break;
734 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735
736 case KW_end:
809 return 1; 737 return true;
810 }
811 738
812 /* key is the field name, value is what it should be set 739 default:
813 * to. We've already done the work to null terminate key, 740 if (!thawer.parse_error ("map", 0))
814 * and strip off any leading spaces for both of these. 741 return false;
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 }
836 /* There are lots of maps that have empty messages (eg, msg/endmsg
837 * with nothing between). There is no reason in those cases to
838 * keep the empty message. Also, msgbuf contains garbage data
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 }
853 if (maplorepos != 0)
854 m->maplore = strdup_local(maplorebuf);
855 }
856 else if (!strcmp(key,"end")) {
857 break; 742 break;
858 } 743 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 return 1;
980 }
981 return 0;
982}
983
984/*
985 * Opens the file "filename" and reads information about the map
986 * from the given file, and stores it in a newly allocated
987 * mapstruct. A pointer to this structure is returned, or NULL on failure.
988 * flags correspond to those in map.h. Main ones used are
989 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
990 * MAP_BLOCK, in which case we block on this load. This happens in all
991 * cases, no matter if this flag is set or not.
992 * MAP_STYLE: style map - don't add active objects, don't add to server
993 * managed map list.
994 */
995
996mapstruct *load_original_map(const char *filename, int flags) {
997 mapstruct *m;
998 char pathname[MAX_BUF];
999 744 }
1000 if (flags & MAP_PLAYER_UNIQUE)
1001 strcpy(pathname, filename);
1002 else if (flags & MAP_OVERLAY)
1003 strcpy(pathname, create_overlay_pathname(filename));
1004 else
1005 strcpy(pathname, create_pathname(filename));
1006 745
1007 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 746 abort ();
747}
1008 748
749bool
750maptile::_load_header (const char *path)
751{
1009 object_thawer thawer (pathname); 752 object_thawer thawer (path);
1010 753
1011 if (!thawer) 754 if (!thawer)
1012 return 0;
1013
1014 m = get_linked_map();
1015
1016 strcpy (m->path, filename);
1017 if (load_map_header(thawer, m)) {
1018 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1019 filename, flags);
1020 delete_map(m);
1021 return NULL;
1022 }
1023
1024 allocate_map(m);
1025
1026 m->in_memory=MAP_LOADING;
1027 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1028
1029 m->in_memory=MAP_IN_MEMORY;
1030 if (!MAP_DIFFICULTY(m))
1031 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1032 set_map_reset_time(m);
1033 m->instantiate ();
1034 return (m);
1035}
1036
1037/*
1038 * Loads a map, which has been loaded earlier, from file.
1039 * Return the map object we load into (this can change from the passed
1040 * option if we can't find the original map)
1041 */
1042
1043static mapstruct *load_temporary_map(mapstruct *m) {
1044 int comp;
1045 char buf[MAX_BUF];
1046
1047 if (!m->tmpname) {
1048 LOG(llevError, "No temporary filename for map %s\n", m->path);
1049 strcpy(buf, m->path);
1050 delete_map(m);
1051 m = load_original_map(buf, 0);
1052 if(m==NULL) return NULL;
1053 fix_auto_apply(m); /* Chests which open as default */
1054 return m;
1055 }
1056
1057 object_thawer thawer (m->tmpname);
1058
1059 if (!thawer)
1060 {
1061 strcpy (buf, m->path);
1062 delete_map (m);
1063 m = load_original_map (buf, 0);
1064 if (!m) return NULL;
1065 fix_auto_apply (m); /* Chests which open as default */
1066 return m;
1067 }
1068
1069 if (load_map_header(thawer, m)) {
1070 LOG(llevError,"Error loading map header for %s (%s)\n",
1071 m->path, m->tmpname);
1072 delete_map(m);
1073 m = load_original_map(m->path, 0);
1074 return NULL;
1075 }
1076 allocate_map(m);
1077
1078 m->in_memory=MAP_LOADING;
1079 load_objects (m, thawer, 0);
1080
1081 m->in_memory=MAP_IN_MEMORY;
1082 INVOKE_MAP (SWAPIN, m);
1083 return m; 755 return false;
1084}
1085 756
1086/* 757 return _load_header (thawer);
1087 * Loads a map, which has been loaded earlier, from file.
1088 * Return the map object we load into (this can change from the passed
1089 * option if we can't find the original map)
1090 */
1091
1092mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1093 char pathname[MAX_BUF];
1094
1095 strcpy(pathname, create_overlay_pathname(filename));
1096
1097 object_thawer thawer (pathname);
1098
1099 if (!thawer)
1100 return m;
1101
1102 if (load_map_header(thawer, m)) {
1103 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1104 m->path, pathname);
1105 delete_map(m);
1106 m = load_original_map(m->path, 0);
1107 return NULL;
1108 }
1109 /*allocate_map(m);*/
1110
1111 m->in_memory=MAP_LOADING;
1112 load_objects (m, thawer, MAP_OVERLAY);
1113
1114 m->in_memory=MAP_IN_MEMORY;
1115 return m;
1116} 758}
1117 759
1118/****************************************************************************** 760/******************************************************************************
1119 * This is the start of unique map handling code 761 * This is the start of unique map handling code
1120 *****************************************************************************/ 762 *****************************************************************************/
1121 763
1122/* This goes through map 'm' and removed any unique items on the map. */ 764/* This goes through the maptile and removed any unique items on the map. */
1123static void delete_unique_items(mapstruct *m) 765void
766maptile::clear_unique_items ()
1124{ 767{
1125 int i,j,unique; 768 for (int i = 0; i < size (); ++i)
1126 object *op, *next; 769 {
1127
1128 for(i=0; i<MAP_WIDTH(m); i++)
1129 for(j=0; j<MAP_HEIGHT(m); j++) {
1130 unique=0; 770 int unique = 0;
1131 for (op=get_map_ob(m, i, j); op; op=next) { 771 for (object *op = spaces [i].bot; op; )
1132 next = op->above; 772 {
773 object *above = op->above;
774
1133 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 775 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1134 unique=1; 776 unique = 1;
777
1135 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 778 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1136 clean_object(op);
1137 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1138 remove_button_link(op);
1139 remove_ob(op);
1140 free_object(op);
1141 } 779 {
780 op->destroy_inv (false);
781 op->destroy ();
1142 } 782 }
783
784 op = above;
1143 } 785 }
1144}
1145
1146
1147/*
1148 * Loads unique objects from file(s) into the map which is in memory
1149 * m is the map to load unique items into.
1150 */
1151static void load_unique_objects(mapstruct *m) {
1152 int count;
1153 char firstname[MAX_BUF];
1154
1155 for (count=0; count<10; count++) {
1156 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1157 if (!access(firstname, R_OK)) break;
1158 }
1159 /* If we get here, we did not find any map */
1160 if (count==10) return;
1161
1162 object_thawer thawer (firstname);
1163
1164 if (!thawer)
1165 return;
1166
1167 m->in_memory=MAP_LOADING;
1168 if (m->tmpname == NULL) /* if we have loaded unique items from */
1169 delete_unique_items(m); /* original map before, don't duplicate them */
1170 load_objects (m, thawer, 0);
1171
1172 m->in_memory=MAP_IN_MEMORY;
1173}
1174
1175
1176/*
1177 * Saves a map to file. If flag is set, it is saved into the same
1178 * file it was (originally) loaded from. Otherwise a temporary
1179 * filename will be genarated, and the file will be stored there.
1180 * The temporary filename will be stored in the mapstructure.
1181 * If the map is unique, we also save to the filename in the map
1182 * (this should have been updated when first loaded)
1183 */
1184
1185int
1186new_save_map (mapstruct * m, int flag)
1187{
1188 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1189 int i;
1190
1191 if (flag && !*m->path)
1192 { 786 }
1193 LOG (llevError, "Tried to save map without path.\n"); 787}
1194 return -1; 788
789bool
790maptile::_save_header (object_freezer &freezer)
791{
792#define MAP_OUT(k) freezer.put (KW_ ## k, k)
793#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
794
795 MAP_OUT2 (arch, "map");
796
797 if (name) MAP_OUT (name);
798 MAP_OUT (swap_time);
799 MAP_OUT (reset_time);
800 MAP_OUT (reset_timeout);
801 MAP_OUT (fixed_resettime);
802 MAP_OUT (difficulty);
803
804 if (default_region) MAP_OUT2 (region, default_region->name);
805
806 if (shopitems)
1195 } 807 {
1196 808 char shop[MAX_BUF];
1197 if (flag || (m->unique) || (m->templatemap)) 809 print_shop_string (this, shop);
810 MAP_OUT2 (shopitems, shop);
1198 { 811 }
1199 if (!m->unique && !m->templatemap)
1200 { /* flag is set */
1201 if (flag == 2)
1202 strcpy (filename, create_overlay_pathname (m->path));
1203 else
1204 strcpy (filename, create_pathname (m->path));
1205 }
1206 else
1207 strcpy (filename, m->path);
1208 812
1209 make_path_to_file (filename); 813 MAP_OUT (shopgreed);
1210 } 814 MAP_OUT (shopmin);
1211 else 815 MAP_OUT (shopmax);
1212 { 816 if (shoprace) MAP_OUT (shoprace);
1213 if (!m->tmpname) 817 MAP_OUT (darkness);
1214 m->tmpname = tempnam_local (settings.tmpdir, NULL); 818 MAP_OUT (width);
819 MAP_OUT (height);
820 MAP_OUT (enter_x);
821 MAP_OUT (enter_y);
1215 822
1216 strcpy (filename, m->tmpname); 823 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1217 } 824 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1218 825
1219 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 826 MAP_OUT (outdoor);
1220 m->in_memory = MAP_SAVING; 827 MAP_OUT (temp);
828 MAP_OUT (pressure);
829 MAP_OUT (humid);
830 MAP_OUT (windspeed);
831 MAP_OUT (winddir);
832 MAP_OUT (sky);
1221 833
834 MAP_OUT (per_player);
835 MAP_OUT (per_party);
836
837 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
838 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
839 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
840 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
841
842 freezer.put (this);
843 freezer.put (KW_end);
844
845 return true;
846}
847
848bool
849maptile::_save_header (const char *path)
850{
1222 object_freezer freezer; 851 object_freezer freezer;
1223 852
1224 /* legacy */ 853 if (!_save_header (freezer))
1225 fprintf (freezer, "arch map\n"); 854 return false;
1226 if (m->name)
1227 fprintf (freezer, "name %s\n", m->name);
1228 if (!flag)
1229 fprintf (freezer, "swap_time %d\n", m->swap_time);
1230 if (m->reset_timeout)
1231 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1232 if (m->fixed_resettime)
1233 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1234 /* we unfortunately have no idea if this is a value the creator set
1235 * or a difficulty value we generated when the map was first loaded
1236 */
1237 if (m->difficulty)
1238 fprintf (freezer, "difficulty %d\n", m->difficulty);
1239 if (m->region)
1240 fprintf (freezer, "region %s\n", m->region->name);
1241 if (m->shopitems)
1242 {
1243 print_shop_string (m, shop);
1244 fprintf (freezer, "shopitems %s\n", shop);
1245 }
1246 if (m->shopgreed)
1247 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1248#ifndef WIN32
1249 if (m->shopmin)
1250 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1251 if (m->shopmax)
1252 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1253#else
1254 if (m->shopmin)
1255 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1256 if (m->shopmax)
1257 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1258#endif
1259 if (m->shoprace)
1260 fprintf (freezer, "shoprace %s\n", m->shoprace);
1261 if (m->darkness)
1262 fprintf (freezer, "darkness %d\n", m->darkness);
1263 if (m->width)
1264 fprintf (freezer, "width %d\n", m->width);
1265 if (m->height)
1266 fprintf (freezer, "height %d\n", m->height);
1267 if (m->enter_x)
1268 fprintf (freezer, "enter_x %d\n", m->enter_x);
1269 if (m->enter_y)
1270 fprintf (freezer, "enter_y %d\n", m->enter_y);
1271 if (m->msg)
1272 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1273 if (m->maplore)
1274 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1275 if (m->unique)
1276 fprintf (freezer, "unique %d\n", m->unique);
1277 if (m->templatemap)
1278 fprintf (freezer, "template %d\n", m->templatemap);
1279 if (m->outdoor)
1280 fprintf (freezer, "outdoor %d\n", m->outdoor);
1281 if (m->temp)
1282 fprintf (freezer, "temp %d\n", m->temp);
1283 if (m->pressure)
1284 fprintf (freezer, "pressure %d\n", m->pressure);
1285 if (m->humid)
1286 fprintf (freezer, "humid %d\n", m->humid);
1287 if (m->windspeed)
1288 fprintf (freezer, "windspeed %d\n", m->windspeed);
1289 if (m->winddir)
1290 fprintf (freezer, "winddir %d\n", m->winddir);
1291 if (m->sky)
1292 fprintf (freezer, "sky %d\n", m->sky);
1293 if (m->nosmooth)
1294 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1295 855
1296 /* Save any tiling information, except on overlays */ 856 return freezer.save (path);
1297 if (flag != 2)
1298 for (i = 0; i < 4; i++)
1299 if (m->tile_path[i])
1300 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1301
1302 freezer.put (m);
1303 fprintf (freezer, "end\n");
1304
1305 /* In the game save unique items in the different file, but
1306 * in the editor save them to the normal map file.
1307 * If unique map, save files in the proper destination (set by
1308 * player)
1309 */
1310 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1311 {
1312 object_freezer unique;
1313
1314 if (flag == 2)
1315 save_objects (m, freezer, unique, 2);
1316 else
1317 save_objects (m, freezer, unique, 0);
1318
1319 sprintf (buf, "%s.v00", create_items_path (m->path));
1320
1321 unique.save (buf);
1322 }
1323 else
1324 { /* save same file when not playing, like in editor */
1325 save_objects (m, freezer, freezer, 0);
1326 }
1327
1328 freezer.save (filename);
1329
1330 return 0;
1331}
1332
1333
1334/*
1335 * Remove and free all objects in the inventory of the given object.
1336 * object.c ?
1337 */
1338
1339void clean_object(object *op)
1340{
1341 object *tmp, *next;
1342
1343 for(tmp = op->inv; tmp; tmp = next)
1344 {
1345 next = tmp->below;
1346 clean_object(tmp);
1347 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1348 remove_button_link(tmp);
1349 remove_ob(tmp);
1350 free_object(tmp);
1351 }
1352} 857}
1353 858
1354/* 859/*
1355 * Remove and free all objects in the given map. 860 * Remove and free all objects in the given map.
1356 */ 861 */
862void
863maptile::clear ()
864{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
1357 867
1358void free_all_objects(mapstruct *m) { 868 if (spaces)
1359 int i,j; 869 {
1360 object *op; 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1361 871 while (object *op = ms->bot)
1362 for(i=0;i<MAP_WIDTH(m);i++) 872 {
1363 for(j=0;j<MAP_HEIGHT(m);j++) {
1364 object *previous_obj=NULL;
1365 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1366 if (op==previous_obj) {
1367 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1368 break;
1369 }
1370 previous_obj=op;
1371 if(op->head!=NULL) 873 if (op->head)
1372 op = op->head; 874 op = op->head;
1373 875
1374 /* If the map isn't in memory, free_object will remove and 876 op->destroy_inv (false);
1375 * free objects in op's inventory. So let it do the job. 877 op->destroy ();
1376 */
1377 if (m->in_memory==MAP_IN_MEMORY)
1378 clean_object(op);
1379 remove_ob(op);
1380 free_object(op);
1381 } 878 }
1382 } 879
880 sfree (spaces, size ()), spaces = 0;
881 }
882
883 if (buttons)
884 free_objectlinkpt (buttons), buttons = 0;
885}
886
887void
888maptile::clear_header ()
889{
890 name = 0;
891 msg = 0;
892 maplore = 0;
893 shoprace = 0;
894 delete [] shopitems, shopitems = 0;
895
896 for (int i = 0; i < 4; i++)
897 tile_path [i] = 0;
898}
899
900maptile::~maptile ()
901{
902 assert (destroyed ());
903}
904
905void
906maptile::clear_links_to (maptile *m)
907{
908 /* We need to look through all the maps and see if any maps
909 * are pointing at this one for tiling information. Since
910 * tiling can be asymetric, we just can not look to see which
911 * maps this map tiles with and clears those.
912 */
913 for (int i = 0; i < 4; i++)
914 if (tile_map[i] == m)
915 tile_map[i] = 0;
916}
917
918void
919maptile::do_destroy ()
920{
921 attachable::do_destroy ();
922
923 clear ();
1383} 924}
1384 925
1385/* 926/*
1386 * Frees everything allocated by the given mapstructure. 927 * Updates every button on the map (by calling update_button() for them).
1387 * don't free tmpname - our caller is left to do that
1388 */ 928 */
1389 929void
1390void free_map(mapstruct *m,int flag) { 930maptile::update_buttons ()
1391 int i; 931{
1392 932 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1393 if (!m->in_memory) { 933 for (objectlink *ol = obp->link; ol; ol = ol->next)
1394 LOG(llevError,"Trying to free freed map.\n"); 934 {
1395 return; 935 if (!ol->ob)
1396 }
1397 if (flag && m->spaces) free_all_objects(m);
1398 if (m->name) FREE_AND_CLEAR(m->name);
1399 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1400 if (m->msg) FREE_AND_CLEAR(m->msg);
1401 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1402 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1403 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1404 if (m->buttons)
1405 free_objectlinkpt(m->buttons);
1406 m->buttons = NULL;
1407 for (i=0; i<4; i++) {
1408 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1409 m->tile_map[i] = NULL;
1410 }
1411 m->in_memory = MAP_SWAPPED;
1412}
1413
1414/*
1415 * function: vanish mapstruct
1416 * m : pointer to mapstruct, if NULL no action
1417 * this deletes all the data on the map (freeing pointers)
1418 * and then removes this map from the global linked list of maps.
1419 */
1420
1421void delete_map(mapstruct *m) {
1422 mapstruct *tmp, *last;
1423 int i;
1424
1425 if (!m)
1426 return;
1427
1428 m->clear ();
1429
1430 if (m->in_memory == MAP_IN_MEMORY) {
1431 /* change to MAP_SAVING, even though we are not,
1432 * so that remove_ob doesn't do as much work.
1433 */ 936 {
1434 m->in_memory = MAP_SAVING; 937 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1435 free_map (m, 1); 938 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1436 } 939 continue;
1437 /* move this out of free_map, since tmpname can still be needed if
1438 * the map is swapped out.
1439 */
1440 if (m->tmpname) {
1441 free(m->tmpname);
1442 m->tmpname=NULL;
1443 }
1444 last = NULL;
1445 /* We need to look through all the maps and see if any maps
1446 * are pointing at this one for tiling information. Since
1447 * tiling can be assymetric, we just can not look to see which
1448 * maps this map tiles with and clears those.
1449 */
1450 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1451 if (tmp->next == m) last = tmp;
1452
1453 /* This should hopefully get unrolled on a decent compiler */
1454 for (i=0; i<4; i++)
1455 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1456 }
1457
1458 /* If last is null, then this should be the first map in the list */
1459 if (!last) {
1460 if (m == first_map)
1461 first_map = m->next;
1462 else
1463 /* m->path is a static char, so should hopefully still have
1464 * some useful data in it.
1465 */
1466 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1467 m->path);
1468 }
1469 else
1470 last->next = m->next;
1471
1472 delete m;
1473}
1474
1475
1476
1477/*
1478 * Makes sure the given map is loaded and swapped in.
1479 * name is path name of the map.
1480 * flags meaning:
1481 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1482 * and don't do unique items or the like.
1483 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1484 * dont do any more name translation on it.
1485 *
1486 * Returns a pointer to the given map.
1487 */
1488
1489mapstruct *ready_map_name(const char *name, int flags) {
1490 mapstruct *m;
1491
1492 if (!name)
1493 return (NULL);
1494
1495 /* Have we been at this level before? */
1496 m = has_been_loaded (name);
1497
1498 /* Map is good to go, so just return it */
1499 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1500 return m;
1501 }
1502
1503 /* unique maps always get loaded from their original location, and never
1504 * a temp location. Likewise, if map_flush is set, or we have never loaded
1505 * this map, load it now. I removed the reset checking from here -
1506 * it seems the probability of a player trying to enter a map that should
1507 * reset but hasn't yet is quite low, and removing that makes this function
1508 * a bit cleaner (and players probably shouldn't rely on exact timing for
1509 * resets in any case - if they really care, they should use the 'maps command.
1510 */
1511 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1512
1513 /* first visit or time to reset */
1514 if (m) {
1515 clean_tmp_map(m); /* Doesn't make much difference */
1516 delete_map(m);
1517 } 940 }
1518 941
1519 /* create and load a map */ 942 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1520 if (flags & MAP_PLAYER_UNIQUE)
1521 LOG(llevDebug, "Trying to load map %s.\n", name);
1522 else
1523 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1524
1525 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1526 //0.414906024932861
1527 //0.427063941955566
1528 eval_pv ("$x = Event::time", 1);//D
1529 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1530 return (NULL);
1531 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1532
1533 fix_auto_apply(m); /* Chests which open as default */
1534
1535 /* If a player unique map, no extra unique object file to load.
1536 * if from the editor, likewise.
1537 */ 943 {
1538 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 944 update_button (ol->ob);
1539 load_unique_objects(m); 945 break;
1540
1541 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1542 m=load_overlay_map(name, m);
1543 if (m==NULL)
1544 return NULL;
1545 } 946 }
1546
1547 if (flags & MAP_PLAYER_UNIQUE)
1548 INVOKE_MAP (SWAPIN, m);
1549
1550 } else {
1551 /* If in this loop, we found a temporary map, so load it up. */
1552
1553 m=load_temporary_map (m);
1554 if(m==NULL) return NULL;
1555 load_unique_objects(m);
1556
1557 clean_tmp_map(m);
1558 m->in_memory = MAP_IN_MEMORY;
1559 /* tempnam() on sun systems (probably others) uses malloc
1560 * to allocated space for the string. Free it here.
1561 * In some cases, load_temporary_map above won't find the
1562 * temporary map, and so has reloaded a new map. If that
1563 * is the case, tmpname is now null
1564 */
1565 if (m->tmpname) free(m->tmpname);
1566 m->tmpname = NULL;
1567 /* It's going to be saved anew anyway */
1568 } 947 }
1569
1570 /* Below here is stuff common to both first time loaded maps and
1571 * temp maps.
1572 */
1573
1574 decay_objects(m); /* start the decay */
1575 /* In case other objects press some buttons down */
1576 update_buttons(m);
1577 if (m->outdoor)
1578 set_darkness_map(m);
1579 /* run the weather over this map */
1580 weather_effect(name);
1581 return m;
1582} 948}
1583
1584 949
1585/* 950/*
1586 * This routine is supposed to find out the difficulty of the map. 951 * This routine is supposed to find out the difficulty of the map.
1587 * difficulty does not have a lot to do with character level, 952 * difficulty does not have a lot to do with character level,
1588 * but does have a lot to do with treasure on the map. 953 * but does have a lot to do with treasure on the map.
1590 * Difficulty can now be set by the map creature. If the value stored 955 * Difficulty can now be set by the map creature. If the value stored
1591 * in the map is zero, then use this routine. Maps should really 956 * in the map is zero, then use this routine. Maps should really
1592 * have a difficulty set than using this function - human calculation 957 * have a difficulty set than using this function - human calculation
1593 * is much better than this functions guesswork. 958 * is much better than this functions guesswork.
1594 */ 959 */
1595 960int
1596int calculate_difficulty(mapstruct *m) { 961maptile::estimate_difficulty () const
1597 object *op; 962{
1598 archetype *at;
1599 int x, y, i, diff;
1600 long monster_cnt = 0; 963 long monster_cnt = 0;
1601 double avgexp = 0; 964 double avgexp = 0;
1602 sint64 total_exp = 0; 965 sint64 total_exp = 0;
1603 966
1604 if (MAP_DIFFICULTY (m)) 967 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1605 { 968 for (object *op = ms->bot; op; op = op->above)
1606 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1607 return MAP_DIFFICULTY (m);
1608 }
1609
1610 for(x = 0; x < MAP_WIDTH(m); x++)
1611 for(y = 0; y < MAP_HEIGHT(m); y++)
1612 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1613 { 969 {
1614 if(QUERY_FLAG (op, FLAG_MONSTER)) 970 if (QUERY_FLAG (op, FLAG_MONSTER))
1615 { 971 {
1616 total_exp += op->stats.exp; 972 total_exp += op->stats.exp;
1617 monster_cnt++; 973 monster_cnt++;
1618 } 974 }
1619 975
1620 if(QUERY_FLAG (op, FLAG_GENERATOR)) 976 if (QUERY_FLAG (op, FLAG_GENERATOR))
1621 { 977 {
1622 total_exp += op->stats.exp; 978 total_exp += op->stats.exp;
979
1623 at = type_to_archetype(GENERATE_TYPE (op)); 980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1624
1625 if(at != NULL)
1626 total_exp += at->clone.stats.exp * 8; 981 total_exp += at->clone.stats.exp * 8;
1627 982
1628 monster_cnt++; 983 monster_cnt++;
1629 } 984 }
1630 } 985 }
1631 986
1632 avgexp = (double) total_exp / monster_cnt; 987 avgexp = (double) total_exp / monster_cnt;
1633 988
1634 for (i = 1; i <= settings.max_level; i++) 989 for (int i = 1; i <= settings.max_level; i++)
1635 {
1636 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 990 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1637 {
1638 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1639 return i; 991 return i;
1640 }
1641 }
1642 992
1643 return 1; 993 return 1;
1644}
1645
1646void clean_tmp_map(mapstruct *m) {
1647 if(m->tmpname == NULL)
1648 return;
1649 INVOKE_MAP (CLEAN, m);
1650 (void) unlink(m->tmpname);
1651}
1652
1653void free_all_maps(void)
1654{
1655 int real_maps=0;
1656
1657 while (first_map) {
1658 /* I think some of the callers above before it gets here set this to be
1659 * saving, but we still want to free this data
1660 */
1661 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1662 delete_map(first_map);
1663 real_maps++;
1664 }
1665 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1666} 994}
1667 995
1668/* change_map_light() - used to change map light level (darkness) 996/* change_map_light() - used to change map light level (darkness)
1669 * up or down. Returns true if successful. It should now be 997 * up or down. Returns true if successful. It should now be
1670 * possible to change a value by more than 1. 998 * possible to change a value by more than 1.
1671 * Move this from los.c to map.c since this is more related 999 * Move this from los.c to map.c since this is more related
1672 * to maps than los. 1000 * to maps than los.
1673 * postive values make it darker, negative make it brighter 1001 * postive values make it darker, negative make it brighter
1674 */ 1002 */
1675 1003int
1676int change_map_light(mapstruct *m, int change) { 1004maptile::change_map_light (int change)
1005{
1677 int new_level = m->darkness + change; 1006 int new_level = darkness + change;
1678 1007
1679 /* Nothing to do */ 1008 /* Nothing to do */
1680 if(!change || (new_level <= 0 && m->darkness == 0) || 1009 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1681 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1682 return 0; 1010 return 0;
1683 }
1684 1011
1685 /* inform all players on the map */ 1012 /* inform all players on the map */
1686 if (change>0) 1013 if (change > 0)
1687 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1014 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1688 else 1015 else
1689 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1016 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1690 1017
1691 /* Do extra checking. since m->darkness is a unsigned value, 1018 /* Do extra checking. since darkness is a unsigned value,
1692 * we need to be extra careful about negative values. 1019 * we need to be extra careful about negative values.
1693 * In general, the checks below are only needed if change 1020 * In general, the checks below are only needed if change
1694 * is not +/-1 1021 * is not +/-1
1695 */ 1022 */
1696 if (new_level < 0) m->darkness = 0; 1023 if (new_level < 0)
1697 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1024 darkness = 0;
1025 else if (new_level >= MAX_DARKNESS)
1026 darkness = MAX_DARKNESS;
1027 else
1698 else m->darkness=new_level; 1028 darkness = new_level;
1699 1029
1700 /* All clients need to get re-updated for the change */ 1030 /* All clients need to get re-updated for the change */
1701 update_all_map_los(m); 1031 update_all_map_los (this);
1702 return 1; 1032 return 1;
1703} 1033}
1704
1705 1034
1706/* 1035/*
1707 * This function updates various attributes about a specific space 1036 * This function updates various attributes about a specific space
1708 * on the map (what it looks like, whether it blocks magic, 1037 * on the map (what it looks like, whether it blocks magic,
1709 * has a living creatures, prevents people from passing 1038 * has a living creatures, prevents people from passing
1710 * through, etc) 1039 * through, etc)
1711 */ 1040 */
1712void update_position (mapstruct *m, int x, int y) { 1041void
1042mapspace::update_ ()
1043{
1713 object *tmp, *last = NULL; 1044 object *tmp, *last = 0;
1714 uint8 flags = 0, oldflags, light=0, anywhere=0; 1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1715 New_Face *top,*floor, *middle;
1716 object *top_obj, *floor_obj, *middle_obj;
1717 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1718 1047
1719 oldflags = GET_MAP_FLAGS(m,x,y); 1048 //object *middle = 0;
1720 if (!(oldflags & P_NEED_UPDATE)) { 1049 //object *top = 0;
1721 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1050 //object *floor = 0;
1722 m->path, x, y); 1051 // this seems to generate better code than using locals, above
1723 return; 1052 object *&top = faces_obj[0] = 0;
1724 } 1053 object *&middle = faces_obj[1] = 0;
1054 object *&floor = faces_obj[2] = 0;
1725 1055
1726 middle=blank_face;
1727 top=blank_face;
1728 floor=blank_face;
1729
1730 middle_obj = NULL;
1731 top_obj = NULL;
1732 floor_obj = NULL;
1733
1734 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1735 1057 {
1736 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1737 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1738 * light bulbs do not illuminate twice as far as once since 1060 * light bulbs do not illuminate twice as far as once since
1739 * it is a disapation factor that is squared (or is it cubed?) 1061 * it is a dissapation factor that is cubed.
1740 */ 1062 */
1741 if (tmp->glow_radius > light) light = tmp->glow_radius; 1063 if (tmp->glow_radius > light)
1064 light = tmp->glow_radius;
1742 1065
1743 /* This call is needed in order to update objects the player 1066 /* This call is needed in order to update objects the player
1744 * is standing in that have animations (ie, grass, fire, etc). 1067 * is standing in that have animations (ie, grass, fire, etc).
1745 * However, it also causes the look window to be re-drawn 1068 * However, it also causes the look window to be re-drawn
1746 * 3 times each time the player moves, because many of the 1069 * 3 times each time the player moves, because many of the
1747 * functions the move_player calls eventualy call this. 1070 * functions the move_player calls eventualy call this.
1748 * 1071 *
1749 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1750 */ 1073 */
1751 if (!tmp->invisible) { 1074 if (!tmp->invisible)
1075 {
1752 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1753 top = tmp->face;
1754 top_obj = tmp; 1077 top = tmp;
1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1079 {
1080 /* If we got a floor, that means middle and top were below it,
1081 * so should not be visible, so we clear them.
1082 */
1083 middle = 0;
1084 top = 0;
1085 floor = tmp;
1755 } 1086 }
1087 /* Flag anywhere have high priority */
1756 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1757 /* If we got a floor, that means middle and top were below it,
1758 * so should not be visible, so we clear them.
1759 */ 1089 {
1760 middle=blank_face; 1090 middle = tmp;
1761 top=blank_face; 1091 anywhere = 1;
1762 floor = tmp->face;
1763 floor_obj = tmp;
1764 } 1092 }
1765 /* Flag anywhere have high priority */ 1093 /* Find the highest visible face around. If equal
1766 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1094 * visibilities, we still want the one nearer to the
1095 * top
1096 */
1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1767 middle = tmp->face; 1098 middle = tmp;
1099 }
1768 1100
1101 if (tmp == tmp->above)
1102 {
1103 LOG (llevError, "Error in structure of map\n");
1104 exit (-1);
1105 }
1106
1107 move_slow |= tmp->move_slow;
1108 move_block |= tmp->move_block;
1109 move_on |= tmp->move_on;
1110 move_off |= tmp->move_off;
1111 move_allow |= tmp->move_allow;
1112
1113 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1114 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1115 if (tmp->type == PLAYER) flags |= P_PLAYER;
1116 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1117 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1118 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1119 }
1120
1121 this->light = light;
1122 this->flags_ = flags;
1123 this->move_block = move_block & ~move_allow;
1124 this->move_on = move_on;
1125 this->move_off = move_off;
1126 this->move_slow = move_slow;
1127
1128 /* At this point, we have a floor face (if there is a floor),
1129 * and the floor is set - we are not going to touch it at
1130 * this point.
1131 * middle contains the highest visibility face.
1132 * top contains a player/monster face, if there is one.
1133 *
1134 * We now need to fill in top.face and/or middle.face.
1135 */
1136
1137 /* If the top face also happens to be high visibility, re-do our
1138 * middle face. This should not happen, as we already have the
1139 * else statement above so middle should not get set. OTOH, it
1140 * may be possible for the faces to match but be different objects.
1141 */
1142 if (top == middle)
1143 middle = 0;
1144
1145 /* There are three posibilities at this point:
1146 * 1) top face is set, need middle to be set.
1147 * 2) middle is set, need to set top.
1148 * 3) neither middle or top is set - need to set both.
1149 */
1150
1151 for (tmp = last; tmp; tmp = tmp->below)
1152 {
1153 /* Once we get to a floor, stop, since we already have a floor object */
1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1155 break;
1156
1157 /* If two top faces are already set, quit processing */
1158 if (top && middle)
1159 break;
1160
1161 /* Only show visible faces */
1162 if (!tmp->invisible)
1163 {
1164 /* Fill in top if needed */
1165 if (!top)
1166 {
1167 top = tmp;
1168 if (top == middle)
1769 middle_obj = tmp; 1169 middle = 0;
1770 anywhere =1;
1771 } 1170 }
1772 /* Find the highest visible face around. If equal 1171 else
1773 * visibilities, we still want the one nearer to the
1774 * top
1775 */
1776 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1777 middle = tmp->face;
1778 middle_obj = tmp;
1779 } 1172 {
1780 }
1781 if (tmp==tmp->above) {
1782 LOG(llevError, "Error in structure of map\n");
1783 exit (-1);
1784 }
1785
1786 move_slow |= tmp->move_slow;
1787 move_block |= tmp->move_block;
1788 move_on |= tmp->move_on;
1789 move_off |= tmp->move_off;
1790 move_allow |= tmp->move_allow;
1791
1792 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1793 flags |= P_IS_ALIVE;
1794 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1795 flags |= P_NO_MAGIC;
1796 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1797 flags |= P_NO_CLERIC;
1798 if (tmp->type == SAFE_GROUND)
1799 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1800
1801 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1802 flags |= P_BLOCKSVIEW;
1803 } /* for stack of objects */
1804
1805 /* we don't want to rely on this function to have accurate flags, but
1806 * since we're already doing the work, we calculate them here.
1807 * if they don't match, logic is broken someplace.
1808 */
1809 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1810 (!(oldflags & P_NO_ERROR))) {
1811 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1812 m->path, x, y,
1813 (oldflags & ~P_NEED_UPDATE), flags);
1814 }
1815 SET_MAP_FLAGS(m, x, y, flags);
1816 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1817 SET_MAP_MOVE_ON(m, x, y, move_on);
1818 SET_MAP_MOVE_OFF(m, x, y, move_off);
1819 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1820
1821 /* At this point, we have a floor face (if there is a floor),
1822 * and the floor is set - we are not going to touch it at
1823 * this point.
1824 * middle contains the highest visibility face.
1825 * top contains a player/monster face, if there is one.
1826 *
1827 * We now need to fill in top.face and/or middle.face.
1828 */
1829
1830 /* If the top face also happens to be high visibility, re-do our
1831 * middle face. This should not happen, as we already have the
1832 * else statement above so middle should not get set. OTOH, it
1833 * may be possible for the faces to match but be different objects.
1834 */
1835 if (top == middle) middle=blank_face;
1836
1837 /* There are three posibilities at this point:
1838 * 1) top face is set, need middle to be set.
1839 * 2) middle is set, need to set top.
1840 * 3) neither middle or top is set - need to set both.
1841 */
1842
1843 for (tmp=last; tmp; tmp=tmp->below) {
1844 /* Once we get to a floor, stop, since we already have a floor object */
1845 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1846
1847 /* If two top faces are already set, quit processing */
1848 if ((top != blank_face) && (middle != blank_face)) break;
1849
1850 /* Only show visible faces, unless its the editor - show all */
1851 if (!tmp->invisible || editor) {
1852 /* Fill in top if needed */
1853 if (top == blank_face) {
1854 top = tmp->face;
1855 top_obj = tmp;
1856 if (top == middle) middle=blank_face;
1857 } else {
1858 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1859 * middle is not set 1174 * middle is not set
1860 * 1175 *
1861 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1862 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1863 * 1178 *
1864 */ 1179 */
1865 if (tmp->face != top ) { 1180 if (tmp != top)
1866 middle = tmp->face; 1181 {
1867 middle_obj = tmp; 1182 middle = tmp;
1868 break; 1183 break;
1869 } 1184 }
1870 } 1185 }
1871 } 1186 }
1872 } 1187 }
1873 if (middle == floor) middle = blank_face;
1874 if (top == middle) middle = blank_face;
1875 SET_MAP_FACE(m,x,y,top,0);
1876 if(top != blank_face)
1877 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1878 else
1879 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1880 SET_MAP_FACE(m,x,y,middle,1);
1881 if(middle != blank_face)
1882 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1883 else
1884 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1885 SET_MAP_FACE(m,x,y,floor,2);
1886 if(floor != blank_face)
1887 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1888 else
1889 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1890 SET_MAP_LIGHT(m,x,y,light);
1891}
1892 1188
1189 if (middle == floor)
1190 middle = 0;
1893 1191
1894void set_map_reset_time(mapstruct *map) { 1192 if (top == middle)
1895 int timeout; 1193 middle = 0;
1896 1194
1897 timeout = MAP_RESET_TIMEOUT(map); 1195#if 0
1898 if (timeout <= 0) 1196 faces_obj [0] = top;
1899 timeout = MAP_DEFAULTRESET; 1197 faces_obj [1] = middle;
1900 if (timeout >= MAP_MAXRESET) 1198 faces_obj [2] = floor;
1901 timeout = MAP_MAXRESET; 1199#endif
1902 MAP_WHEN_RESET(map) = seconds()+timeout;
1903} 1200}
1904 1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1905/* this updates the orig_map->tile_map[tile_num] value after loading 1213/* this updates the orig_map->tile_map[tile_num] value after finding
1906 * the map. It also takes care of linking back the freshly loaded 1214 * the map. It also takes care of linking back the freshly found
1907 * maps tile_map values if it tiles back to this one. It returns 1215 * maps tile_map values if it tiles back to this one. It returns
1908 * the value of orig_map->tile_map[tile_num]. It really only does this 1216 * the value of orig_map->tile_map[tile_num].
1909 * so that it is easier for calling functions to verify success.
1910 */ 1217 */
1911 1218static inline maptile *
1912static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1219find_and_link (maptile *orig_map, int tile_num)
1913{ 1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226
1227 if (!mp)
1228 {
1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231 &orig_map->tile_path[tile_num], &orig_map->path);
1232 mp = new maptile (1, 1);
1233 mp->alloc ();
1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1236 }
1237
1914 int dest_tile = (tile_num +2) % 4; 1238 int dest_tile = (tile_num + 2) % 4;
1915 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1916 1239
1917 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1240 orig_map->tile_map [tile_num] = mp;
1918 1241
1919 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1242 // optimisation: back-link map to origin map if euclidean
1920 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1243 //TODO: non-euclidean maps MUST GO
1921 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1922 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1923 1246
1924 return orig_map->tile_map[tile_num]; 1247 return mp;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1925} 1254}
1926 1255
1927/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1928 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1929 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1930 * This is the function should always be used when it 1259 * This is the function should always be used when it
1931 * necessary to check for valid coordinates. 1260 * necessary to check for valid coordinates.
1932 * This function will recursively call itself for the 1261 * This function will recursively call itself for the
1933 * tiled maps. 1262 * tiled maps.
1934 * 1263 */
1935 * 1264int
1936 */
1937int out_of_map(mapstruct *m, int x, int y) 1265out_of_map (maptile *m, int x, int y)
1938{ 1266{
1939
1940 /* If we get passed a null map, this is obviously the 1267 /* If we get passed a null map, this is obviously the
1941 * case. This generally shouldn't happen, but if the 1268 * case. This generally shouldn't happen, but if the
1942 * map loads fail below, it could happen. 1269 * map loads fail below, it could happen.
1943 */ 1270 */
1944 if (!m) return 0; 1271 if (!m)
1945
1946 if (x<0) {
1947 if (!m->tile_path[3]) return 1;
1948 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1949 load_and_link_tiled_map(m, 3);
1950 }
1951 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1952 }
1953 if (x>=MAP_WIDTH(m)) {
1954 if (!m->tile_path[1]) return 1;
1955 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1956 load_and_link_tiled_map(m, 1);
1957 }
1958 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1959 }
1960 if (y<0) {
1961 if (!m->tile_path[0]) return 1;
1962 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1963 load_and_link_tiled_map(m, 0);
1964 }
1965 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1966 }
1967 if (y>=MAP_HEIGHT(m)) {
1968 if (!m->tile_path[2]) return 1;
1969 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1970 load_and_link_tiled_map(m, 2);
1971 }
1972 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1973 }
1974
1975 /* Simple case - coordinates are within this local
1976 * map.
1977 */
1978 return 0; 1272 return 0;
1273
1274 if (x < 0)
1275 {
1276 if (!m->tile_path[3])
1277 return 1;
1278
1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 find_and_link (m, 3);
1281
1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 }
1284
1285 if (x >= m->width)
1286 {
1287 if (!m->tile_path[1])
1288 return 1;
1289
1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 find_and_link (m, 1);
1292
1293 return out_of_map (m->tile_map[1], x - m->width, y);
1294 }
1295
1296 if (y < 0)
1297 {
1298 if (!m->tile_path[0])
1299 return 1;
1300
1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 find_and_link (m, 0);
1303
1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 }
1306
1307 if (y >= m->height)
1308 {
1309 if (!m->tile_path[2])
1310 return 1;
1311
1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 find_and_link (m, 2);
1314
1315 return out_of_map (m->tile_map[2], x, y - m->height);
1316 }
1317
1318 /* Simple case - coordinates are within this local
1319 * map.
1320 */
1321 return 0;
1979} 1322}
1980 1323
1981/* This is basically the same as out_of_map above, but 1324/* This is basically the same as out_of_map above, but
1982 * instead we return NULL if no map is valid (coordinates 1325 * instead we return NULL if no map is valid (coordinates
1983 * out of bounds and no tiled map), otherwise it returns 1326 * out of bounds and no tiled map), otherwise it returns
1984 * the map as that the coordinates are really on, and 1327 * the map as that the coordinates are really on, and
1985 * updates x and y to be the localized coordinates. 1328 * updates x and y to be the localised coordinates.
1986 * Using this is more efficient of calling out_of_map 1329 * Using this is more efficient of calling out_of_map
1987 * and then figuring out what the real map is 1330 * and then figuring out what the real map is
1988 */ 1331 */
1989mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1332maptile *
1333maptile::xy_find (sint16 &x, sint16 &y)
1990{ 1334{
1991 1335 if (x < 0)
1992 if (*x<0) {
1993 if (!m->tile_path[3]) return NULL;
1994 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1995 load_and_link_tiled_map(m, 3);
1996
1997 *x += MAP_WIDTH(m->tile_map[3]);
1998 return (get_map_from_coord(m->tile_map[3], x, y));
1999 } 1336 {
2000 if (*x>=MAP_WIDTH(m)) { 1337 if (!tile_path[3])
2001 if (!m->tile_path[1]) return NULL; 1338 return 0;
2002 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2003 load_and_link_tiled_map(m, 1);
2004 1339
2005 *x -= MAP_WIDTH(m); 1340 find_and_link (this, 3);
2006 return (get_map_from_coord(m->tile_map[1], x, y)); 1341 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y);
1343 }
1344
1345 if (x >= width)
2007 } 1346 {
2008 if (*y<0) { 1347 if (!tile_path[1])
2009 if (!m->tile_path[0]) return NULL; 1348 return 0;
2010 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2011 load_and_link_tiled_map(m, 0);
2012 1349
2013 *y += MAP_HEIGHT(m->tile_map[0]); 1350 find_and_link (this, 1);
2014 return (get_map_from_coord(m->tile_map[0], x, y)); 1351 x -= width;
1352 return tile_map[1]->xy_find (x, y);
1353 }
1354
1355 if (y < 0)
2015 } 1356 {
2016 if (*y>=MAP_HEIGHT(m)) { 1357 if (!tile_path[0])
2017 if (!m->tile_path[2]) return NULL; 1358 return 0;
2018 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 2);
2020 1359
2021 *y -= MAP_HEIGHT(m); 1360 find_and_link (this, 0);
2022 return (get_map_from_coord(m->tile_map[2], x, y)); 1361 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y);
1363 }
1364
1365 if (y >= height)
2023 } 1366 {
1367 if (!tile_path[2])
1368 return 0;
2024 1369
1370 find_and_link (this, 2);
1371 y -= height;
1372 return tile_map[2]->xy_find (x, y);
1373 }
1374
2025 /* Simple case - coordinates are within this local 1375 /* Simple case - coordinates are within this local
2026 * map. 1376 * map.
2027 */ 1377 */
2028 1378 return this;
2029 return m;
2030} 1379}
2031 1380
2032/** 1381/**
2033 * Return whether map2 is adjacent to map1. If so, store the distance from 1382 * Return whether map2 is adjacent to map1. If so, store the distance from
2034 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
2035 */ 1384 */
1385int
2036static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1387{
2037 if (!map1 || !map2) 1388 if (!map1 || !map2)
2038 return 0; 1389 return 0;
2039 1390
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!)
2040 if (map1 == map2) { 1393 if (map1 == map2)
1394 {
2041 *dx = 0; 1395 *dx = 0;
2042 *dy = 0; 1396 *dy = 0;
2043 1397 }
2044 } else if (map1->tile_map[0] == map2) { /* up */ 1398 else if (map1->tile_map[0] == map2)
1399 { /* up */
2045 *dx = 0; 1400 *dx = 0;
2046 *dy = -MAP_HEIGHT(map2); 1401 *dy = -map2->height;
1402 }
2047 } else if (map1->tile_map[1] == map2) { /* right */ 1403 else if (map1->tile_map[1] == map2)
2048 *dx = MAP_WIDTH(map1); 1404 { /* right */
1405 *dx = map1->width;
2049 *dy = 0; 1406 *dy = 0;
1407 }
2050 } else if (map1->tile_map[2] == map2) { /* down */ 1408 else if (map1->tile_map[2] == map2)
1409 { /* down */
2051 *dx = 0; 1410 *dx = 0;
2052 *dy = MAP_HEIGHT(map1); 1411 *dy = map1->height;
1412 }
2053 } else if (map1->tile_map[3] == map2) { /* left */ 1413 else if (map1->tile_map[3] == map2)
2054 *dx = -MAP_WIDTH(map2); 1414 { /* left */
1415 *dx = -map2->width;
2055 *dy = 0; 1416 *dy = 0;
2056 1417 }
2057 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1418 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1419 { /* up right */
2058 *dx = MAP_WIDTH(map1->tile_map[0]); 1420 *dx = map1->tile_map[0]->width;
2059 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1421 *dy = -map1->tile_map[0]->height;
1422 }
2060 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1423 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2061 *dx = -MAP_WIDTH(map2); 1424 { /* up left */
2062 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1425 *dx = -map2->width;
1426 *dy = -map1->tile_map[0]->height;
1427 }
2063 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1428 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2064 *dx = MAP_WIDTH(map1); 1429 { /* right up */
2065 *dy = -MAP_HEIGHT(map2); 1430 *dx = map1->width;
1431 *dy = -map2->height;
1432 }
2066 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1433 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2067 *dx = MAP_WIDTH(map1); 1434 { /* right down */
2068 *dy = MAP_HEIGHT(map1->tile_map[1]); 1435 *dx = map1->width;
1436 *dy = map1->tile_map[1]->height;
1437 }
2069 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1438 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1439 { /* down right */
2070 *dx = MAP_WIDTH(map1->tile_map[2]); 1440 *dx = map1->tile_map[2]->width;
2071 *dy = MAP_HEIGHT(map1); 1441 *dy = map1->height;
1442 }
2072 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1443 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2073 *dx = -MAP_WIDTH(map2); 1444 { /* down left */
2074 *dy = MAP_HEIGHT(map1); 1445 *dx = -map2->width;
1446 *dy = map1->height;
1447 }
2075 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1448 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1449 { /* left up */
2076 *dx = -MAP_WIDTH(map1->tile_map[3]); 1450 *dx = -map1->tile_map[3]->width;
2077 *dy = -MAP_HEIGHT(map2); 1451 *dy = -map2->height;
1452 }
2078 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1453 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1454 { /* left down */
2079 *dx = -MAP_WIDTH(map1->tile_map[3]); 1455 *dx = -map1->tile_map[3]->width;
2080 *dy = MAP_HEIGHT(map1->tile_map[3]); 1456 *dy = map1->tile_map[3]->height;
2081
2082 } else { /* not "adjacent" enough */
2083 return 0;
2084 } 1457 }
2085 1458 else
2086 return 1; 1459 return 0;
1460
1461 return 1;
1462}
1463
1464maptile *
1465maptile::xy_load (sint16 &x, sint16 &y)
1466{
1467 maptile *map = xy_find (x, y);
1468
1469 if (map)
1470 map->load_sync ();
1471
1472 return map;
1473}
1474
1475maptile *
1476get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1477{
1478 return m->xy_load (*x, *y);
2087} 1479}
2088 1480
2089/* From map.c 1481/* From map.c
2090 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
2091 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
2092 * so you just can not look the the map coordinates and get the 1484 * so you just can not look the the map coordinates and get the
2093 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
2094 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
2095 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
2096 * monster that is closest. 1488 * monster that is closest.
2097 * 1489 *
2098 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
2099 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
2104 * be unexpected 1496 * be unexpected
2105 * 1497 *
2106 * currently, the only flag supported (0x1) is don't translate for 1498 * currently, the only flag supported (0x1) is don't translate for
2107 * closest body part of 'op1' 1499 * closest body part of 'op1'
2108 */ 1500 */
2109 1501void
2110void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1503{
2111 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1505 {
2112 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
2113 retval->distance = 100000; 1507 retval->distance = 10000;
2114 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
2115 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
2116 retval->direction = 0; 1510 retval->direction = 0;
2117 retval->part = 0; 1511 retval->part = 0;
2118 } else { 1512 }
1513 else
1514 {
2119 object *best; 1515 object *best;
2120 1516
2121 retval->distance_x += op2->x-op1->x; 1517 retval->distance_x += op2->x - op1->x;
2122 retval->distance_y += op2->y-op1->y; 1518 retval->distance_y += op2->y - op1->y;
2123 1519
2124 best = op1; 1520 best = op1;
2125 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
2126 if (!(flags&0x1) && op1->more) { 1522 if (!(flags & 0x1) && op1->more)
2127 object *tmp; 1523 {
2128 int best_distance = retval->distance_x*retval->distance_x+ 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2129 retval->distance_y*retval->distance_y, tmpi;
2130 1525
2131 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
2132 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
2133 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
2134 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
2135 * below works. 1530 * below works.
2136 */ 1531 */
2137 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1533 {
2138 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2139 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2140 if (tmpi < best_distance) { 1536 if (tmpi < best_distance)
1537 {
2141 best_distance = tmpi; 1538 best_distance = tmpi;
2142 best = tmp; 1539 best = tmp;
2143 } 1540 }
2144 } 1541 }
1542
2145 if (best != op1) { 1543 if (best != op1)
1544 {
2146 retval->distance_x += op1->x-best->x; 1545 retval->distance_x += op1->x - best->x;
2147 retval->distance_y += op1->y-best->y; 1546 retval->distance_y += op1->y - best->y;
2148 } 1547 }
2149 } 1548 }
1549
2150 retval->part = best; 1550 retval->part = best;
2151 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2152 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2153 } 1553 }
2154} 1554}
2155 1555
2156/* this is basically the same as get_rangevector above, but instead of 1556/* this is basically the same as get_rangevector above, but instead of
2157 * the first parameter being an object, it instead is the map 1557 * the first parameter being an object, it instead is the map
2161 * flags has no meaning for this function at this time - I kept it in to 1561 * flags has no meaning for this function at this time - I kept it in to
2162 * be more consistant with the above function and also in case they are needed 1562 * be more consistant with the above function and also in case they are needed
2163 * for something in the future. Also, since no object is pasted, the best 1563 * for something in the future. Also, since no object is pasted, the best
2164 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
2165 */ 1565 */
2166 1566void
2167void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1568{
2168 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1570 {
2169 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
2170 retval->distance = 100000; 1572 retval->distance = 100000;
2171 retval->distance_x = 32767; 1573 retval->distance_x = 32767;
2172 retval->distance_y = 32767; 1574 retval->distance_y = 32767;
2173 retval->direction = 0; 1575 retval->direction = 0;
2174 retval->part = 0; 1576 retval->part = 0;
2175 } else { 1577 }
1578 else
1579 {
2176 retval->distance_x += op2->x-x; 1580 retval->distance_x += op2->x - x;
2177 retval->distance_y += op2->y-y; 1581 retval->distance_y += op2->y - y;
2178 1582
2179 retval->part = NULL; 1583 retval->part = NULL;
2180 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1584 retval->distance = idistance (retval->distance_x, retval->distance_y);
2181 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2182 } 1586 }
2183} 1587}
2184 1588
2185/* Returns true of op1 and op2 are effectively on the same map 1589/* Returns true of op1 and op2 are effectively on the same map
2186 * (as related to map tiling). Note that this looks for a path from 1590 * (as related to map tiling). Note that this looks for a path from
2187 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1591 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2188 * to op1, this will still return false. 1592 * to op1, this will still return false.
2189 * Note we only look one map out to keep the processing simple 1593 * Note we only look one map out to keep the processing simple
2190 * and efficient. This could probably be a macro. 1594 * and efficient. This could probably be a macro.
2191 * MSW 2001-08-05 1595 * MSW 2001-08-05
2192 */ 1596 */
1597int
2193int on_same_map(const object *op1, const object *op2) { 1598on_same_map (const object *op1, const object *op2)
1599{
2194 int dx, dy; 1600 int dx, dy;
2195 1601
2196 return adjacent_map(op1->map, op2->map, &dx, &dy); 1602 return adjacent_map (op1->map, op2->map, &dx, &dy);
2197} 1603}
1604
1605object *
1606maptile::insert (object *op, int x, int y, object *originator, int flags)
1607{
1608 if (!op->flag [FLAG_REMOVED])
1609 op->remove ();
1610
1611 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612}
1613
1614region *
1615maptile::region (int x, int y) const
1616{
1617 if (regions
1618 && regionmap
1619 && !OUT_OF_REAL_MAP (this, x, y))
1620 if (struct region *reg = regionmap [regions [y * width + x]])
1621 return reg;
1622
1623 if (default_region)
1624 return default_region;
1625
1626 return ::region::default_region ();
1627}
1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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