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Comparing deliantra/server/common/map.C (file contents):
Revision 1.9 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.135 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.9 2006/08/27 16:15:11 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 24#include <unistd.h>
36#endif /* win32 */ 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
37 30
38#include "path.h" 31#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
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
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);
76 return (buf);
77}
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
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1);
188 if (!S_ISREG (statbuf.st_mode))
189 return (-1);
190
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4;
195
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2;
200
201 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241}
242 32
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
246 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
248 * by a P_NEW_MAP value, another call to get_map_from_coord 38 * by a P_NEW_MAP value, another call to get_map_from_coord
249 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
252 */ 42 */
43int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 45{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 46 sint16 newx = x;
261 newy = y; 47 sint16 newy = y;
48
262 mp = get_map_from_coord(oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 50
264 retval |= P_NEW_MAP; 51 if (!mp)
52 return P_OUT_OF_MAP;
53
265 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 55 if (nx) *nx = newx;
267 if (ny) *ny = newy; 56 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 57
270 if (retval & P_SAFE) 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 59}
275
276 60
277/* 61/*
278 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 68 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 69 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 71 * by the caller.
288 */ 72 */
289 73int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{
291 object *tmp; 76 object *tmp;
292 int mflags, blocked; 77 int mflags, blocked;
293 78
294 /* Make sure the coordinates are valid - they should be, as caller should 79 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 80 * have already checked this.
296 */ 81 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 82 if (OUT_OF_REAL_MAP (m, sx, sy))
83 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 85 return 1;
300 } 86 }
301 87
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 89 * directly.
304 */ 90 */
305 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
306 92
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 94
309 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 97 * things we need to do for players.
312 */ 98 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 100 return 0;
370}
371 101
102 /* if there isn't anytyhing alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example)
108 */
109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110 return 0;
111
112 ob = ob->head_ ();
113
114 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0.
118 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 {
121
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 {
125 /* If last_sp is set, the player/monster needs an object,
126 * so we check for it. If they don't have it, they can't
127 * pass through this space.
128 */
129 if (tmp->last_sp)
130 {
131 if (check_inv_recursive (ob, tmp) == NULL)
132 return 1;
133 else
134 continue;
135 }
136 else
137 {
138 /* In this case, the player must not have the object -
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else
148 {
149 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157
158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1;
164 }
165
166 }
167 return 0;
168}
372 169
373/* 170/*
374 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
379 * 176 *
380 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
381 * 178 *
382 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
394 * 191 *
395 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
397 * against the move_block values. 194 * against the move_block values.
398 */ 195 */
399 196bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 197object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 198{
402 int flag; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
413 202
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 203 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 204 return 1;
416 205
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 206 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 207
420 /* find_first_free_spot() calls this function. However, often 208 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 209 return 1;
210
211 /* However, often ob doesn't have any move type
212 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 214 */
215 if (!move_type && ms.move_block != MOVE_ALL)
216 continue;
424 217
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
429 */ 220 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 221 if (ms.blocks (move_type))
431 return AB_NO_PASS; 222 return 1;
432
433 } 223 }
224
434 return 0; 225 return 0;
435} 226}
436 227
437/* When the map is loaded, load_object does not actually insert objects 228/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 229 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 230 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 231 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 232 * This is needed so that we can update the containers weight.
442 */ 233 */
443 234void
444void fix_container(object *container) 235fix_container (object *container)
445{ 236{
446 object *tmp=container->inv, *next; 237 object *tmp = container->inv, *next;
447 238
448 container->inv=NULL; 239 container->inv = 0;
449 while (tmp!=NULL) { 240 while (tmp)
241 {
450 next = tmp->below; 242 next = tmp->below;
451 if (tmp->inv) 243 if (tmp->inv)
452 fix_container(tmp); 244 fix_container (tmp);
245
453 (void) insert_ob_in_ob(tmp,container); 246 insert_ob_in_ob (tmp, container);
454 tmp = next; 247 tmp = next;
455 } 248 }
249
456 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
457 * carrying. 251 //TODO: remove
458 */ 252 container->update_weight ();
459 sum_weight(container); 253}
254
255void
256maptile::set_object_flag (int flag, int value)
257{
258 if (!spaces)
259 return;
260
261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value;
460} 264}
461 265
462/* link_multipart_objects go through all the objects on the map looking 266/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 267 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 268 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 269 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 270 */
468 271void
469static void link_multipart_objects(mapstruct *m) 272maptile::link_multipart_objects ()
470{ 273{
471 int x,y; 274 if (!spaces)
472 object *tmp, *op, *last, *above; 275 return;
473 archetype *at;
474 276
475 for(x=0;x<MAP_WIDTH(m);x++) 277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 278 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 279 object *op = ms->bot;
478 above=tmp->above; 280 while (op)
479 281 {
480 /* already multipart - don't do anything more */ 282 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 283 if (op->head_ () == op && !op->more && op->arch->more)
284 {
285 op->remove ();
286 op->expand_tail ();
482 287
483 /* If there is nothing more to this object, this for loop 288 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
484 * won't do anything. 289 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
485 */ 290 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 291 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
487 op = arch_to_object(at);
488 292
489 /* update x,y coordinates */ 293 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
490 op->x += tmp->x; 294 // so we have to reset the iteration through the mapspace
491 op->y += tmp->y; 295 }
492 op->head = tmp; 296 else
493 op->map = m; 297 op = op->above;
494 last->more = op; 298 }
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 } 299 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511} 300}
512
513
514 301
515/* 302/*
516 * Loads (ands parses) the objects into a given map from the specified 303 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 304 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521void load_objects (mapstruct *m, FILE *fp, object_thawer &thawer, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i = load_object (fp, thawer, op, bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 305 */
534 bufstate = LO_REPEAT; 306bool
535 307maptile::_load_objects (object_thawer &f)
536 /* if the archetype for the object is null, means that we 308{
537 * got an invalid object. Don't do anything with it - the game 309 for (;;)
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch==NULL) {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542 continue;
543 }
544
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op;
564 break;
565 }
566 if (mapflags & MAP_STYLE) {
567 remove_from_active_list(op);
568 }
569 op=get_object();
570 op->map = m;
571 } 310 {
572 for (i=0;i<m->width;i++){ 311 coroapi::cede_to_tick (); // cede once in a while
573 for (j=0;j<m->height;j++){ 312
313 switch (f.kw)
314 {
315 case KW_arch:
316 if (object *op = object::read (f, this))
317 {
318 // TODO: why?
319 if (op->inv)
320 op->update_weight ();
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
348 }
349
574 unique =0; 350 continue;
575 /* check for unique items, or unique squares */ 351
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 352 case KW_EOF:
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 353 return true;
578 unique = 1; 354
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 355 default:
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 356 if (!f.parse_error ("map file"))
357 return false;
358 break;
359 }
360
361 f.next ();
581 } 362 }
582 } 363
364 return true;
365}
366
367void
368maptile::activate ()
369{
370 if (spaces)
371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
372 for (object *op = ms->bot; op; op = op->above)
373 op->activate_recursive ();
374}
375
376void
377maptile::deactivate ()
378{
379 if (spaces)
380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above)
382 op->deactivate_recursive ();
383}
384
385bool
386maptile::_save_objects (object_freezer &f, int flags)
387{
388 coroapi::cede_to_tick ();
389
390 if (flags & IO_HEADER)
391 _save_header (f);
392
393 if (!spaces)
394 return false;
395
396 for (int i = 0; i < size (); ++i)
583 } 397 {
584 free_object(op); 398 bool unique = 0;
585 link_multipart_objects(m);
586}
587 399
588/* This saves all the objects on the map in a non destructive fashion. 400 for (object *op = spaces [i].bot; op; op = op->above)
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 401 {
590 * and we only save the head of multi part objects - this is needed 402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
591 * in order to do map tiling properly. 403
404 if (expect_false (!op->can_map_save ()))
405 continue;
406
407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
408 {
409 if (flags & IO_UNIQUES)
410 op->write (f);
411 }
412 else if (expect_true (flags & IO_OBJECTS))
413 op->write (f);
414 }
415 }
416
417 coroapi::cede_to_tick ();
418
419 return true;
420}
421
422bool
423maptile::_save_objects (const char *path, int flags)
424{
425 object_freezer freezer;
426
427 if (!_save_objects (freezer, flags))
428 return false;
429
430 return freezer.save (path);
431}
432
433maptile::maptile ()
434{
435 in_memory = MAP_SWAPPED;
436
437 /* The maps used to pick up default x and y values from the
438 * map archetype. Mimic that behaviour.
592 */ 439 */
593void save_objects (mapstruct *m, FILE *fp, object_freezer &freezer, FILE *fp2, object_freezer &freezer2, int flag) { 440 width = 16;
594 int i, j = 0,unique=0; 441 height = 16;
595 object *op; 442 timeout = 300;
596 /* first pass - save one-part objects */ 443 max_nrof = 1000; // 1000 items of anything
597 for(i = 0; i < MAP_WIDTH(m); i++) 444 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 445}
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 446
604 if(op->type == PLAYER) { 447maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 448{
606 continue; 449 in_memory = MAP_SWAPPED;
607 }
608 450
609 if (op->head || op->owner) 451 width = w;
610 continue; 452 height = h;
453 reset_timeout = 0;
454 timeout = 300;
455 enter_x = 0;
456 enter_y = 0;
611 457
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 458 alloc ();
613 save_object( fp2 , freezer2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, freezer, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 459}
623 460
624/* 461/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 462 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 463 * This basically allocates the dynamic array of spaces for the
662 * map. 464 * map.
663 */ 465 */
664 466void
665void allocate_map(mapstruct *m) { 467maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 468{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 469 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 470 return;
471
472 spaces = salloc0<mapspace> (size ());
692} 473}
693 474
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 477 * at a later date.
697 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
698 */ 479 */
699 480static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 481parse_shop_string (const char *input_string)
482{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 483 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 484 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 485 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 486 const typedata *current_type;
705 487
706 shop_string=strdup_local(input_string); 488 shop_string = strdup (input_string);
707 p=shop_string; 489 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 490 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 491 while (p)
492 {
710 p=strchr(p, ';'); 493 p = strchr (p, ';');
711 number_of_entries++; 494 number_of_entries++;
712 if (p) p++; 495 if (p)
496 p++;
713 } 497 }
498
714 p=shop_string; 499 p = shop_string;
715 strip_endline(p); 500 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 501 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 502 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 503 {
504 if (!p)
505 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 506 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 507 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 508 }
509
510 next_semicolon = strchr (p, ';');
511 next_colon = strchr (p, ':');
512 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
513 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
514 items[i].strength = atoi (strchr (p, ':') + 1);
515
516 if (isdigit (*p) || *p == '*')
517 {
518 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
519 current_type = get_typedata (items[i].typenum);
520 if (current_type)
521 {
522 items[i].name = current_type->name;
523 items[i].name_pl = current_type->name_pl;
524 }
525 }
526 else
527 { /*we have a named type, let's figure out what it is */
528 q = strpbrk (p, ";:");
529 if (q)
530 *q = '\0';
531
532 current_type = get_typedata_by_name (p);
533 if (current_type)
534 {
535 items[i].name = current_type->name;
536 items[i].typenum = current_type->number;
537 items[i].name_pl = current_type->name_pl;
538 }
539 else
540 { /* oh uh, something's wrong, let's free up this one, and try
541 * the next entry while we're at it, better print a warning
542 */
543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544 }
545 }
546
754 items[i].index=number_of_entries; 547 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 548 if (next_semicolon)
756 else p=NULL; 549 p = ++next_semicolon;
550 else
551 p = NULL;
757 } 552 }
553
758 free(shop_string); 554 free (shop_string);
759 return items; 555 return items;
760} 556}
761 557
762/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
560static void
764static void print_shop_string(mapstruct *m, char *output_string) { 561print_shop_string (maptile *m, char *output_string)
562{
765 int i; 563 int i;
766 char tmp[MAX_BUF]; 564 char tmp[MAX_BUF];
565
767 strcpy(output_string, ""); 566 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 567 for (i = 0; i < m->shopitems[0].index; i++)
568 {
769 if (m->shopitems[i].typenum) { 569 if (m->shopitems[i].typenum)
570 {
770 if (m->shopitems[i].strength) { 571 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 573 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 574 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 575 }
775 else { 576 else
577 {
776 if (m->shopitems[i].strength) { 578 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 579 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 580 else
779 else sprintf(tmp, "*"); 581 sprintf (tmp, "*");
780 } 582 }
583
781 strcat(output_string, tmp); 584 strcat (output_string, tmp);
782 } 585 }
783} 586}
784 587
785/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 593 * put all the stuff in the map object so that names actually make
791 * sense. 594 * sense.
792 * This could be done in lex (like the object loader), but I think 595 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 596 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 597 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 598 */
797 599bool
798static int load_map_header(FILE *fp, mapstruct *m) 600maptile::_load_header (object_thawer &thawer)
799{ 601{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 602 for (;;)
801 int msgpos=0; 603 {
802 int maplorepos=0; 604 switch (thawer.kw)
605 {
606 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg);
608 break;
803 609
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 610 case KW_lore: // CF+ extension
805 buf[HUGE_BUF-1] = 0; 611 thawer.get_ml (KW_endlore, maplore);
806 key = buf; 612 break;
807 while (isspace(*key)) key++; 613
808 if (*key == 0) continue; /* empty line */ 614 case KW_maplore:
809 value = strchr(key, ' '); 615 thawer.get_ml (KW_endmaplore, maplore);
810 if (!value) { 616 break;
811 end = strchr(key, '\n'); 617
812 if (end != NULL) { 618 case KW_arch:
813 *end = 0; 619 if (strcmp (thawer.get_str (), "map"))
620 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621 break;
622
623 case KW_oid:
624 thawer.get (this, thawer.get_sint32 ());
625 break;
626
627 case KW_file_format_version: break; // nop
628
629 case KW_name: thawer.get (name); break;
630 case KW_attach: thawer.get (attach); break;
631 case KW_reset_time: thawer.get (reset_time); break;
632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643
644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647
648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650
651 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654 case KW_x: case KW_width: thawer.get (width); break;
655 case KW_y: case KW_height: thawer.get (height); break;
656 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661
662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
675 default:
676 if (!thawer.parse_error ("map", 0))
677 return false;
678 break;
679 }
680
681 thawer.next ();
814 } 682 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 683
835 /* key is the field name, value is what it should be set 684 abort ();
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955
956 if (tile<1 || tile>4) {
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0;
1003}
1004
1005/*
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 object_thawer thawer (filename);
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049 m->compressed = comp;
1050
1051 m->in_memory=MAP_LOADING;
1052 load_objects (m, fp, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1053 close_and_delete(fp, comp);
1054 m->in_memory=MAP_IN_MEMORY;
1055 if (!MAP_DIFFICULTY(m))
1056 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057 set_map_reset_time(m);
1058 INVOKE_MAP (LOAD, m);
1059 return (m);
1060}
1061
1062/*
1063 * Loads a map, which has been loaded earlier, from file.
1064 * Return the map object we load into (this can change from the passed
1065 * option if we can't find the original map)
1066 */
1067
1068static mapstruct *load_temporary_map(mapstruct *m) {
1069 FILE *fp;
1070 int comp;
1071 char buf[MAX_BUF];
1072
1073 if (!m->tmpname) {
1074 LOG(llevError, "No temporary filename for map %s\n", m->path);
1075 strcpy(buf, m->path);
1076 delete_map(m);
1077 m = load_original_map(buf, 0);
1078 if(m==NULL) return NULL;
1079 fix_auto_apply(m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1084 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1085 strcpy(buf, m->path);
1086 delete_map(m);
1087 m = load_original_map(buf, 0);
1088 if(m==NULL) return NULL;
1089 fix_auto_apply(m); /* Chests which open as default */
1090 return m;
1091 }
1092
1093 object_thawer thawer (m->tmpname);
1094
1095 if (load_map_header(fp, m)) {
1096 LOG(llevError,"Error loading map header for %s (%s)\n",
1097 m->path, m->tmpname);
1098 delete_map(m);
1099 m = load_original_map(m->path, 0);
1100 return NULL;
1101 }
1102 m->compressed = comp;
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, fp, thawer, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 INVOKE_MAP (SWAPIN, m);
1110 return m;
1111}
1112
1113/*
1114 * Loads a map, which has been loaded earlier, from file.
1115 * Return the map object we load into (this can change from the passed
1116 * option if we can't find the original map)
1117 */
1118
1119mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1120 FILE *fp;
1121 int comp;
1122 char pathname[MAX_BUF];
1123
1124 strcpy(pathname, create_overlay_pathname(filename));
1125
1126 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1127/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1128 return m;
1129 }
1130
1131 object_thawer thawer (pathname);
1132
1133 if (load_map_header(fp, m)) {
1134 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1135 m->path, pathname);
1136 delete_map(m);
1137 m = load_original_map(m->path, 0);
1138 return NULL;
1139 }
1140 m->compressed = comp;
1141 /*allocate_map(m);*/
1142
1143 m->in_memory=MAP_LOADING;
1144 load_objects (m, fp, thawer, MAP_OVERLAY);
1145 close_and_delete(fp, comp);
1146 m->in_memory=MAP_IN_MEMORY;
1147 return m;
1148} 685}
1149 686
1150/****************************************************************************** 687/******************************************************************************
1151 * This is the start of unique map handling code 688 * This is the start of unique map handling code
1152 *****************************************************************************/ 689 *****************************************************************************/
1153 690
1154/* This goes through map 'm' and removed any unique items on the map. */ 691/* This goes through the maptile and removed any unique items on the map. */
1155static void delete_unique_items(mapstruct *m) 692void
693maptile::clear_unique_items ()
1156{ 694{
695 for (int i = 0; i < size (); ++i)
696 {
1157 int i,j,unique; 697 int unique = 0;
1158 object *op, *next; 698 for (object *op = spaces [i].bot; op; )
699 {
700 object *above = op->above;
1159 701
1160 for(i=0; i<MAP_WIDTH(m); i++)
1161 for(j=0; j<MAP_HEIGHT(m); j++) {
1162 unique=0;
1163 for (op=get_map_ob(m, i, j); op; op=next) {
1164 next = op->above;
1165 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1166 unique=1; 703 unique = 1;
704
1167 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1168 clean_object(op); 706 {
1169 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 707 op->destroy_inv (false);
1170 remove_button_link(op); 708 op->destroy ();
1171 remove_ob(op); 709 }
1172 free_object(op); 710
1173 } 711 op = above;
712 }
1174 } 713 }
1175 }
1176} 714}
1177 715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1178 721
1179/* 722 MAP_OUT2 (arch, "map");
1180 * Loads unique objects from file(s) into the map which is in memory
1181 * m is the map to load unique items into.
1182 */
1183static void load_unique_objects(mapstruct *m) {
1184 FILE *fp;
1185 int comp,count;
1186 char firstname[MAX_BUF];
1187 723
1188 for (count=0; count<10; count++) { 724 if (name) MAP_OUT (name);
1189 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 725 MAP_OUT (swap_time);
1190 if (!access(firstname, R_OK)) break; 726 MAP_OUT (reset_time);
1191 } 727 MAP_OUT (reset_timeout);
1192 /* If we get here, we did not find any map */ 728 MAP_OUT (fixed_resettime);
1193 if (count==10) return; 729 MAP_OUT (no_reset);
730 MAP_OUT (difficulty);
1194 731
1195 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 732 if (default_region) MAP_OUT2 (region, default_region->name);
1196 /* There is no expectation that every map will have unique items, but this
1197 * is debug output, so leave it in.
1198 */
1199 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1200 return;
1201 }
1202 733
1203 object_thawer thawer (firstname); 734 if (shopitems)
1204
1205 m->in_memory=MAP_LOADING;
1206 if (m->tmpname == NULL) /* if we have loaded unique items from */
1207 delete_unique_items(m); /* original map before, don't duplicate them */
1208 load_object(fp, thawer, NULL, LO_NOREAD,0);
1209 load_objects (m, fp, thawer, 0);
1210 close_and_delete(fp, comp);
1211 m->in_memory=MAP_IN_MEMORY;
1212}
1213
1214
1215/*
1216 * Saves a map to file. If flag is set, it is saved into the same
1217 * file it was (originally) loaded from. Otherwise a temporary
1218 * filename will be genarated, and the file will be stored there.
1219 * The temporary filename will be stored in the mapstructure.
1220 * If the map is unique, we also save to the filename in the map
1221 * (this should have been updated when first loaded)
1222 */
1223
1224int new_save_map(mapstruct *m, int flag) {
1225 FILE *fp, *fp2;
1226 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1227 shop[MAX_BUF], filename_s[MAX_BUF];
1228 int i;
1229 735 {
1230 if (flag && !*m->path) { 736 char shop[MAX_BUF];
1231 LOG(llevError,"Tried to save map without path.\n");
1232 return -1;
1233 }
1234
1235 if (flag || (m->unique) || (m->templatemap)) {
1236 if (!m->unique && !m->templatemap) { /* flag is set */
1237 if (flag == 2)
1238 strcpy(filename, create_overlay_pathname(m->path));
1239 else
1240 strcpy (filename, create_pathname (m->path));
1241 } else
1242 strcpy (filename, m->path);
1243
1244 /* If the compression suffix already exists on the filename, don't
1245 * put it on again. This nasty looking strcmp checks to see if the
1246 * compression suffix is at the end of the filename already.
1247 */
1248 if (m->compressed &&
1249 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1250 uncomp[m->compressed][0]))
1251 strcat(filename, uncomp[m->compressed][0]);
1252 make_path_to_file(filename);
1253 } else {
1254 if (!m->tmpname)
1255 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1256 strcpy(filename, m->tmpname);
1257 }
1258 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1259 m->in_memory = MAP_SAVING;
1260
1261 sprintf (filename_s, "%s~", filename);
1262
1263 /* Compress if it isn't a temporary save. Do compress if unique */
1264 if (m->compressed && (m->unique || m->templatemap || flag)) {
1265 char buf[MAX_BUF];
1266 strcpy(buf, uncomp[m->compressed][2]);
1267 strcat(buf, " > ");
1268 strcat(buf, filename_s);
1269 fp = popen(buf, "w");
1270 } else
1271 fp = fopen(filename_s, "w");
1272
1273 if(fp == NULL) {
1274 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1275 return -1;
1276 }
1277
1278 object_freezer freezer (filename);
1279
1280 /* legacy */
1281 fprintf(fp,"arch map\n");
1282 if (m->name) fprintf(fp,"name %s\n", m->name);
1283 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1284 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1285 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1286 /* we unfortunately have no idea if this is a value the creator set
1287 * or a difficulty value we generated when the map was first loaded
1288 */
1289 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1290 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1291 if (m->shopitems) {
1292 print_shop_string(m, shop); 737 print_shop_string (this, shop);
1293 fprintf(fp,"shopitems %s\n", shop); 738 MAP_OUT2 (shopitems, shop);
1294 }
1295 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1296#ifndef WIN32
1297 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1299#else
1300 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1301 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1302#endif
1303 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1304 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1305 if (m->width) fprintf(fp,"width %d\n", m->width);
1306 if (m->height) fprintf(fp,"height %d\n", m->height);
1307 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1308 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1309 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1310 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1311 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1312 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1313 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1314 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1315 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1316 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1317 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1318 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1319 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1320 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1321 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1322
1323 /* Save any tiling information, except on overlays */
1324 if (flag != 2)
1325 for (i=0; i<4; i++)
1326 if (m->tile_path[i])
1327 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1328
1329 fprintf(fp,"end\n");
1330
1331 /* In the game save unique items in the different file, but
1332 * in the editor save them to the normal map file.
1333 * If unique map, save files in the proper destination (set by
1334 * player)
1335 */
1336 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1337 sprintf (buf,"%s.v00",create_items_path (m->path));
1338 sprintf (buf_s, "%s~", buf);
1339 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1340 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1341 }
1342
1343 object_freezer freezer2 (buf);
1344
1345 if (flag == 2)
1346 save_objects(m, fp, freezer, fp2, freezer2, 2);
1347 else
1348 save_objects (m, fp,freezer, fp2, freezer2, 0);
1349 if (fp2 != NULL) {
1350 if (ftell (fp2) == 0) {
1351 fclose (fp2);
1352 rename (buf_s, buf);
1353 unlink (buf);
1354 } else {
1355 fclose (fp2);
1356 rename (buf_s, buf);
1357 chmod (buf, SAVE_MODE);
1358 } 739 }
1359 }
1360 } else { /* save same file when not playing, like in editor */
1361 save_objects(m, fp, freezer, fp, freezer, 0);
1362 }
1363 740
1364 if (m->compressed && (m->unique || m->templatemap || flag)) 741 MAP_OUT (shopgreed);
1365 pclose(fp); 742 MAP_OUT (shopmin);
1366 else 743 MAP_OUT (shopmax);
1367 fclose(fp); 744 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness);
746 MAP_OUT (width);
747 MAP_OUT (height);
748 MAP_OUT (enter_x);
749 MAP_OUT (enter_y);
1368 750
1369 rename (filename_s, filename); 751 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1370 753
1371 chmod (filename, SAVE_MODE); 754 MAP_OUT (outdoor);
755 MAP_OUT (temp);
756 MAP_OUT (pressure);
757 MAP_OUT (humid);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761
762 MAP_OUT (per_player);
763 MAP_OUT (per_party);
764
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769
770 freezer.put (this);
771 freezer.put (KW_end);
772
773 return true;
774}
775
776bool
777maptile::_save_header (const char *path)
778{
779 object_freezer freezer;
780
781 if (!_save_header (freezer))
1372 return 0; 782 return false;
1373}
1374 783
1375 784 return freezer.save (path);
1376/*
1377 * Remove and free all objects in the inventory of the given object.
1378 * object.c ?
1379 */
1380
1381void clean_object(object *op)
1382{
1383 object *tmp, *next;
1384
1385 for(tmp = op->inv; tmp; tmp = next)
1386 {
1387 next = tmp->below;
1388 clean_object(tmp);
1389 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1390 remove_button_link(tmp);
1391 remove_ob(tmp);
1392 free_object(tmp);
1393 }
1394} 785}
1395 786
1396/* 787/*
1397 * Remove and free all objects in the given map. 788 * Remove and free all objects in the given map.
1398 */ 789 */
790void
791maptile::clear ()
792{
793 if (spaces)
794 {
795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
796 while (object *op = ms->bot)
797 {
798 // manually remove, as to not trigger anything
799 if (ms->bot = op->above)
800 ms->bot->below = 0;
1399 801
1400void free_all_objects(mapstruct *m) { 802 op->flag [FLAG_REMOVED] = true;
1401 int i,j;
1402 object *op;
1403 803
1404 for(i=0;i<MAP_WIDTH(m);i++) 804 object *head = op->head_ ();
1405 for(j=0;j<MAP_HEIGHT(m);j++) { 805 if (op == head)
1406 object *previous_obj=NULL; 806 {
1407 while((op=GET_MAP_OB(m,i,j))!=NULL) { 807 op->destroy_inv (false);
1408 if (op==previous_obj) { 808 op->destroy ();
1409 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 809 }
1410 break; 810 else if (head->map != op->map)
1411 } 811 {
1412 previous_obj=op; 812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1413 if(op->head!=NULL) 813 head->destroy ();
1414 op = op->head; 814 }
815 }
1415 816
1416 /* If the map isn't in memory, free_object will remove and 817 sfree (spaces, size ()), spaces = 0;
1417 * free objects in op's inventory. So let it do the job.
1418 */
1419 if (m->in_memory==MAP_IN_MEMORY)
1420 clean_object(op);
1421 remove_ob(op);
1422 free_object(op);
1423 } 818 }
1424 } 819
1425#ifdef MANY_CORES 820 if (buttons)
1426 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 821 free_objectlinkpt (buttons), buttons = 0;
1427 * an item on that map was not saved - look for that condition and die as appropriate - 822
1428 * this leaves more of the map data intact for better debugging. 823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
825}
826
827void
828maptile::clear_header ()
829{
830 name = 0;
831 msg = 0;
832 maplore = 0;
833 shoprace = 0;
834 delete [] shopitems, shopitems = 0;
835
836 for (int i = 0; i < 4; i++)
837 tile_path [i] = 0;
838}
839
840maptile::~maptile ()
841{
842 assert (destroyed ());
843}
844
845void
846maptile::clear_links_to (maptile *m)
847{
848 /* We need to look through all the maps and see if any maps
849 * are pointing at this one for tiling information. Since
850 * tiling can be asymetric, we just can not look to see which
851 * maps this map tiles with and clears those.
1429 */ 852 */
1430 for (op=objects; op!=NULL; op=op->next) { 853 for (int i = 0; i < 4; i++)
1431 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 854 if (tile_map[i] == m)
1432 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 855 tile_map[i] = 0;
1433 abort(); 856}
1434 } 857
858void
859maptile::do_destroy ()
860{
861 attachable::do_destroy ();
862
863 clear ();
864}
865
866/* decay and destroy perishable items in a map */
867void
868maptile::do_decay_objects ()
869{
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
1435 } 930 }
1436#endif
1437} 931}
1438 932
1439/* 933/*
1440 * Frees everything allocated by the given mapstructure. 934 * Updates every button on the map (by calling update_button() for them).
1441 * don't free tmpname - our caller is left to do that
1442 */
1443
1444void free_map(mapstruct *m,int flag) {
1445 int i;
1446
1447 if (!m->in_memory) {
1448 LOG(llevError,"Trying to free freed map.\n");
1449 return;
1450 }
1451 if (flag && m->spaces) free_all_objects(m);
1452 if (m->name) FREE_AND_CLEAR(m->name);
1453 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1454 if (m->msg) FREE_AND_CLEAR(m->msg);
1455 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1456 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1457 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1458 if (m->buttons)
1459 free_objectlinkpt(m->buttons);
1460 m->buttons = NULL;
1461 for (i=0; i<4; i++) {
1462 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1463 m->tile_map[i] = NULL;
1464 }
1465 m->in_memory = MAP_SWAPPED;
1466}
1467
1468/*
1469 * function: vanish mapstruct
1470 * m : pointer to mapstruct, if NULL no action
1471 * this deletes all the data on the map (freeing pointers)
1472 * and then removes this map from the global linked list of maps.
1473 */
1474
1475void delete_map(mapstruct *m) {
1476 mapstruct *tmp, *last;
1477 int i;
1478
1479 if (!m)
1480 return;
1481 if (m->in_memory == MAP_IN_MEMORY) {
1482 /* change to MAP_SAVING, even though we are not,
1483 * so that remove_ob doesn't do as much work.
1484 */ 935 */
1485 m->in_memory = MAP_SAVING; 936void
1486 free_map (m, 1); 937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
1487 } 954 }
1488 /* move this out of free_map, since tmpname can still be needed if
1489 * the map is swapped out.
1490 */
1491 if (m->tmpname) {
1492 free(m->tmpname);
1493 m->tmpname=NULL;
1494 }
1495 last = NULL;
1496 /* We need to look through all the maps and see if any maps
1497 * are pointing at this one for tiling information. Since
1498 * tiling can be assymetric, we just can not look to see which
1499 * maps this map tiles with and clears those.
1500 */
1501 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1502 if (tmp->next == m) last = tmp;
1503
1504 /* This should hopefully get unrolled on a decent compiler */
1505 for (i=0; i<4; i++)
1506 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1507 }
1508
1509 /* If last is null, then this should be the first map in the list */
1510 if (!last) {
1511 if (m == first_map)
1512 first_map = m->next;
1513 else
1514 /* m->path is a static char, so should hopefully still have
1515 * some useful data in it.
1516 */
1517 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1518 m->path);
1519 }
1520 else
1521 last->next = m->next;
1522
1523 free (m);
1524} 955}
1525
1526
1527
1528/*
1529 * Makes sure the given map is loaded and swapped in.
1530 * name is path name of the map.
1531 * flags meaning:
1532 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1533 * and don't do unique items or the like.
1534 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1535 * dont do any more name translation on it.
1536 *
1537 * Returns a pointer to the given map.
1538 */
1539
1540mapstruct *ready_map_name(const char *name, int flags) {
1541 mapstruct *m;
1542
1543 if (!name)
1544 return (NULL);
1545
1546 /* Have we been at this level before? */
1547 m = has_been_loaded (name);
1548
1549 /* Map is good to go, so just return it */
1550 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1551 return m;
1552 }
1553
1554 /* unique maps always get loaded from their original location, and never
1555 * a temp location. Likewise, if map_flush is set, or we have never loaded
1556 * this map, load it now. I removed the reset checking from here -
1557 * it seems the probability of a player trying to enter a map that should
1558 * reset but hasn't yet is quite low, and removing that makes this function
1559 * a bit cleaner (and players probably shouldn't rely on exact timing for
1560 * resets in any case - if they really care, they should use the 'maps command.
1561 */
1562 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1563
1564 /* first visit or time to reset */
1565 if (m) {
1566 clean_tmp_map(m); /* Doesn't make much difference */
1567 delete_map(m);
1568 }
1569
1570 /* create and load a map */
1571 if (flags & MAP_PLAYER_UNIQUE)
1572 LOG(llevDebug, "Trying to load map %s.\n", name);
1573 else
1574 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1575
1576 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1577 return (NULL);
1578
1579 fix_auto_apply(m); /* Chests which open as default */
1580
1581 /* If a player unique map, no extra unique object file to load.
1582 * if from the editor, likewise.
1583 */
1584 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1585 load_unique_objects(m);
1586
1587 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1588 m=load_overlay_map(name, m);
1589 if (m==NULL)
1590 return NULL;
1591 }
1592
1593 } else {
1594 /* If in this loop, we found a temporary map, so load it up. */
1595
1596 m=load_temporary_map (m);
1597 if(m==NULL) return NULL;
1598 load_unique_objects(m);
1599
1600 clean_tmp_map(m);
1601 m->in_memory = MAP_IN_MEMORY;
1602 /* tempnam() on sun systems (probably others) uses malloc
1603 * to allocated space for the string. Free it here.
1604 * In some cases, load_temporary_map above won't find the
1605 * temporary map, and so has reloaded a new map. If that
1606 * is the case, tmpname is now null
1607 */
1608 if (m->tmpname) free(m->tmpname);
1609 m->tmpname = NULL;
1610 /* It's going to be saved anew anyway */
1611 }
1612
1613 /* Below here is stuff common to both first time loaded maps and
1614 * temp maps.
1615 */
1616
1617 decay_objects(m); /* start the decay */
1618 /* In case other objects press some buttons down */
1619 update_buttons(m);
1620 if (m->outdoor)
1621 set_darkness_map(m);
1622 /* run the weather over this map */
1623 weather_effect(name);
1624 return m;
1625}
1626
1627 956
1628/* 957/*
1629 * This routine is supposed to find out the difficulty of the map. 958 * This routine is supposed to find out the difficulty of the map.
1630 * difficulty does not have a lot to do with character level, 959 * difficulty does not have a lot to do with character level,
1631 * but does have a lot to do with treasure on the map. 960 * but does have a lot to do with treasure on the map.
1633 * Difficulty can now be set by the map creature. If the value stored 962 * Difficulty can now be set by the map creature. If the value stored
1634 * in the map is zero, then use this routine. Maps should really 963 * in the map is zero, then use this routine. Maps should really
1635 * have a difficulty set than using this function - human calculation 964 * have a difficulty set than using this function - human calculation
1636 * is much better than this functions guesswork. 965 * is much better than this functions guesswork.
1637 */ 966 */
1638 967int
1639int calculate_difficulty(mapstruct *m) { 968maptile::estimate_difficulty () const
1640 object *op; 969{
1641 archetype *at;
1642 int x, y, i, diff;
1643 long monster_cnt = 0; 970 long monster_cnt = 0;
1644 double avgexp = 0; 971 double avgexp = 0;
1645 sint64 total_exp = 0; 972 sint64 total_exp = 0;
1646 973
1647 if (MAP_DIFFICULTY (m)) 974 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1648 { 975 for (object *op = ms->bot; op; op = op->above)
1649 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1650 return MAP_DIFFICULTY (m);
1651 }
1652
1653 for(x = 0; x < MAP_WIDTH(m); x++)
1654 for(y = 0; y < MAP_HEIGHT(m); y++)
1655 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1656 { 976 {
1657 if(QUERY_FLAG (op, FLAG_MONSTER)) 977 if (QUERY_FLAG (op, FLAG_MONSTER))
1658 { 978 {
1659 total_exp += op->stats.exp; 979 total_exp += op->stats.exp;
1660 monster_cnt++; 980 monster_cnt++;
1661 } 981 }
1662 982
1663 if(QUERY_FLAG (op, FLAG_GENERATOR)) 983 if (QUERY_FLAG (op, FLAG_GENERATOR))
1664 { 984 {
1665 total_exp += op->stats.exp; 985 total_exp += op->stats.exp;
986
1666 at = type_to_archetype(GENERATE_TYPE (op)); 987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1667
1668 if(at != NULL)
1669 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1670 989
1671 monster_cnt++; 990 monster_cnt++;
1672 } 991 }
1673 } 992 }
1674 993
1675 avgexp = (double) total_exp / monster_cnt; 994 avgexp = (double) total_exp / monster_cnt;
1676 995
1677 for (i = 1; i <= settings.max_level; i++) 996 for (int i = 1; i <= settings.max_level; i++)
1678 {
1679 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 997 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1680 {
1681 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1682 return i; 998 return i;
1683 }
1684 }
1685 999
1686 return 1; 1000 return 1;
1687}
1688
1689void clean_tmp_map(mapstruct *m) {
1690 if(m->tmpname == NULL)
1691 return;
1692 INVOKE_MAP (CLEAN, m);
1693 (void) unlink(m->tmpname);
1694}
1695
1696void free_all_maps(void)
1697{
1698 int real_maps=0;
1699
1700 while (first_map) {
1701 /* I think some of the callers above before it gets here set this to be
1702 * saving, but we still want to free this data
1703 */
1704 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1705 delete_map(first_map);
1706 real_maps++;
1707 }
1708 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1709} 1001}
1710 1002
1711/* change_map_light() - used to change map light level (darkness) 1003/* change_map_light() - used to change map light level (darkness)
1712 * up or down. Returns true if successful. It should now be 1004 * up or down. Returns true if successful. It should now be
1713 * possible to change a value by more than 1. 1005 * possible to change a value by more than 1.
1714 * Move this from los.c to map.c since this is more related 1006 * Move this from los.c to map.c since this is more related
1715 * to maps than los. 1007 * to maps than los.
1716 * postive values make it darker, negative make it brighter 1008 * postive values make it darker, negative make it brighter
1717 */ 1009 */
1718 1010int
1719int change_map_light(mapstruct *m, int change) { 1011maptile::change_map_light (int change)
1012{
1720 int new_level = m->darkness + change; 1013 int new_level = darkness + change;
1721 1014
1722 /* Nothing to do */ 1015 /* Nothing to do */
1723 if(!change || (new_level <= 0 && m->darkness == 0) || 1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1724 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1725 return 0; 1017 return 0;
1726 }
1727 1018
1728 /* inform all players on the map */ 1019 /* inform all players on the map */
1729 if (change>0) 1020 if (change > 0)
1730 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1731 else 1022 else
1732 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1733 1024
1734 /* Do extra checking. since m->darkness is a unsigned value, 1025 /* Do extra checking. since darkness is a unsigned value,
1735 * we need to be extra careful about negative values. 1026 * we need to be extra careful about negative values.
1736 * In general, the checks below are only needed if change 1027 * In general, the checks below are only needed if change
1737 * is not +/-1 1028 * is not +/-1
1738 */ 1029 */
1739 if (new_level < 0) m->darkness = 0; 1030 if (new_level < 0)
1740 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1741 else m->darkness=new_level; 1035 darkness = new_level;
1742 1036
1743 /* All clients need to get re-updated for the change */ 1037 /* All clients need to get re-updated for the change */
1744 update_all_map_los(m); 1038 update_all_map_los (this);
1745 return 1; 1039 return 1;
1746} 1040}
1747
1748 1041
1749/* 1042/*
1750 * This function updates various attributes about a specific space 1043 * This function updates various attributes about a specific space
1751 * on the map (what it looks like, whether it blocks magic, 1044 * on the map (what it looks like, whether it blocks magic,
1752 * has a living creatures, prevents people from passing 1045 * has a living creatures, prevents people from passing
1753 * through, etc) 1046 * through, etc)
1754 */ 1047 */
1755void update_position (mapstruct *m, int x, int y) { 1048void
1049mapspace::update_ ()
1050{
1756 object *tmp, *last = NULL; 1051 object *tmp, *last = 0;
1757 uint8 flags = 0, oldflags, light=0, anywhere=0; 1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1758 New_Face *top,*floor, *middle;
1759 object *top_obj, *floor_obj, *middle_obj;
1760 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1761 1054
1762 oldflags = GET_MAP_FLAGS(m,x,y); 1055 //object *middle = 0;
1763 if (!(oldflags & P_NEED_UPDATE)) { 1056 //object *top = 0;
1764 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1057 //object *floor = 0;
1765 m->path, x, y); 1058 // this seems to generate better code than using locals, above
1766 return; 1059 object *&top = faces_obj[0] = 0;
1767 } 1060 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0;
1768 1062
1769 middle=blank_face;
1770 top=blank_face;
1771 floor=blank_face;
1772
1773 middle_obj = NULL;
1774 top_obj = NULL;
1775 floor_obj = NULL;
1776
1777 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1778 1064 {
1779 /* This could be made additive I guess (two lights better than 1065 /* This could be made additive I guess (two lights better than
1780 * one). But if so, it shouldn't be a simple additive - 2 1066 * one). But if so, it shouldn't be a simple additive - 2
1781 * light bulbs do not illuminate twice as far as once since 1067 * light bulbs do not illuminate twice as far as once since
1782 * it is a disapation factor that is squared (or is it cubed?) 1068 * it is a dissapation factor that is cubed.
1783 */ 1069 */
1784 if (tmp->glow_radius > light) light = tmp->glow_radius; 1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius;
1785 1072
1786 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1787 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1788 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1789 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1790 * functions the move_player calls eventualy call this. 1077 * functions the move_player calls eventualy call this.
1791 * 1078 *
1792 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1793 */ 1080 */
1794 if (!tmp->invisible) { 1081 if (!tmp->invisible)
1082 {
1795 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1796 top = tmp->face; 1084 top = tmp;
1797 top_obj = tmp;
1798 }
1799 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1086 {
1800 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1801 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1802 */ 1089 */
1803 middle=blank_face; 1090 middle = 0;
1804 top=blank_face; 1091 top = 0;
1805 floor = tmp->face; 1092 floor = tmp;
1806 floor_obj = tmp; 1093 }
1807 }
1808 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1809 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1810 middle = tmp->face; 1096 {
1811 1097 middle = tmp;
1812 middle_obj = tmp; 1098 anywhere = 1;
1813 anywhere =1; 1099 }
1814 }
1815 /* Find the highest visible face around. If equal 1100 /* Find the highest visible face around. If equal
1816 * visibilities, we still want the one nearer to the 1101 * visibilities, we still want the one nearer to the
1817 * top 1102 * top
1818 */ 1103 */
1819 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1820 middle = tmp->face; 1105 middle = tmp;
1821 middle_obj = tmp; 1106 }
1822 } 1107
1823 }
1824 if (tmp==tmp->above) { 1108 if (tmp == tmp->above)
1109 {
1825 LOG(llevError, "Error in structure of map\n"); 1110 LOG (llevError, "Error in structure of map\n");
1826 exit (-1); 1111 exit (-1);
1827 }
1828 1112 }
1113
1829 move_slow |= tmp->move_slow; 1114 move_slow |= tmp->move_slow;
1830 move_block |= tmp->move_block; 1115 move_block |= tmp->move_block;
1831 move_on |= tmp->move_on; 1116 move_on |= tmp->move_on;
1832 move_off |= tmp->move_off; 1117 move_off |= tmp->move_off;
1833 move_allow |= tmp->move_allow; 1118 move_allow |= tmp->move_allow;
1834 1119
1835 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1836 flags |= P_IS_ALIVE; 1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1837 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1122 if (tmp->type == PLAYER) flags |= P_PLAYER;
1838 flags |= P_NO_MAGIC; 1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1839 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1840 flags |= P_NO_CLERIC; 1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1841 if (tmp->type == SAFE_GROUND)
1842 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1843
1844 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1845 flags |= P_BLOCKSVIEW;
1846 } /* for stack of objects */
1847
1848 /* we don't want to rely on this function to have accurate flags, but
1849 * since we're already doing the work, we calculate them here.
1850 * if they don't match, logic is broken someplace.
1851 */
1852 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1853 (!(oldflags & P_NO_ERROR))) {
1854 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1855 m->path, x, y,
1856 (oldflags & ~P_NEED_UPDATE), flags);
1857 } 1126 }
1858 SET_MAP_FLAGS(m, x, y, flags);
1859 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1860 SET_MAP_MOVE_ON(m, x, y, move_on);
1861 SET_MAP_MOVE_OFF(m, x, y, move_off);
1862 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1863 1127
1128 this->light = light;
1129 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on;
1132 this->move_off = move_off;
1133 this->move_slow = move_slow;
1134
1864 /* At this point, we have a floor face (if there is a floor), 1135 /* At this point, we have a floor face (if there is a floor),
1865 * and the floor is set - we are not going to touch it at 1136 * and the floor is set - we are not going to touch it at
1866 * this point. 1137 * this point.
1867 * middle contains the highest visibility face. 1138 * middle contains the highest visibility face.
1868 * top contains a player/monster face, if there is one. 1139 * top contains a player/monster face, if there is one.
1869 * 1140 *
1870 * We now need to fill in top.face and/or middle.face. 1141 * We now need to fill in top.face and/or middle.face.
1871 */ 1142 */
1872 1143
1873 /* If the top face also happens to be high visibility, re-do our 1144 /* If the top face also happens to be high visibility, re-do our
1874 * middle face. This should not happen, as we already have the 1145 * middle face. This should not happen, as we already have the
1875 * else statement above so middle should not get set. OTOH, it 1146 * else statement above so middle should not get set. OTOH, it
1876 * may be possible for the faces to match but be different objects. 1147 * may be possible for the faces to match but be different objects.
1877 */ 1148 */
1878 if (top == middle) middle=blank_face; 1149 if (top == middle)
1150 middle = 0;
1879 1151
1880 /* There are three posibilities at this point: 1152 /* There are three posibilities at this point:
1881 * 1) top face is set, need middle to be set. 1153 * 1) top face is set, need middle to be set.
1882 * 2) middle is set, need to set top. 1154 * 2) middle is set, need to set top.
1883 * 3) neither middle or top is set - need to set both. 1155 * 3) neither middle or top is set - need to set both.
1884 */ 1156 */
1885 1157
1886 for (tmp=last; tmp; tmp=tmp->below) { 1158 for (tmp = last; tmp; tmp = tmp->below)
1159 {
1887 /* Once we get to a floor, stop, since we already have a floor object */ 1160 /* Once we get to a floor, stop, since we already have a floor object */
1888 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break;
1889 1163
1890 /* If two top faces are already set, quit processing */ 1164 /* If two top faces are already set, quit processing */
1891 if ((top != blank_face) && (middle != blank_face)) break; 1165 if (top && middle)
1166 break;
1892 1167
1893 /* Only show visible faces, unless its the editor - show all */ 1168 /* Only show visible faces */
1894 if (!tmp->invisible || editor) { 1169 if (!tmp->invisible)
1170 {
1895 /* Fill in top if needed */ 1171 /* Fill in top if needed */
1896 if (top == blank_face) { 1172 if (!top)
1897 top = tmp->face; 1173 {
1898 top_obj = tmp; 1174 top = tmp;
1899 if (top == middle) middle=blank_face; 1175 if (top == middle)
1900 } else { 1176 middle = 0;
1177 }
1178 else
1179 {
1901 /* top is already set - we should only get here if 1180 /* top is already set - we should only get here if
1902 * middle is not set 1181 * middle is not set
1903 * 1182 *
1904 * Set the middle face and break out, since there is nothing 1183 * Set the middle face and break out, since there is nothing
1905 * more to fill in. We don't check visiblity here, since 1184 * more to fill in. We don't check visiblity here, since
1906 * 1185 *
1907 */ 1186 */
1908 if (tmp->face != top ) { 1187 if (tmp != top)
1909 middle = tmp->face; 1188 {
1910 middle_obj = tmp; 1189 middle = tmp;
1911 break; 1190 break;
1912 } 1191 }
1192 }
1193 }
1913 } 1194 }
1914 }
1915 }
1916 if (middle == floor) middle = blank_face;
1917 if (top == middle) middle = blank_face;
1918 SET_MAP_FACE(m,x,y,top,0);
1919 if(top != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1923 SET_MAP_FACE(m,x,y,middle,1);
1924 if(middle != blank_face)
1925 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1928 SET_MAP_FACE(m,x,y,floor,2);
1929 if(floor != blank_face)
1930 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1931 else
1932 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1933 SET_MAP_LIGHT(m,x,y,light);
1934}
1935 1195
1196 if (middle == floor)
1197 middle = 0;
1936 1198
1937void set_map_reset_time(mapstruct *map) { 1199 if (top == middle)
1938 int timeout; 1200 middle = 0;
1939 1201
1940 timeout = MAP_RESET_TIMEOUT(map); 1202#if 0
1941 if (timeout <= 0) 1203 faces_obj [0] = top;
1942 timeout = MAP_DEFAULTRESET; 1204 faces_obj [1] = middle;
1943 if (timeout >= MAP_MAXRESET) 1205 faces_obj [2] = floor;
1944 timeout = MAP_MAXRESET; 1206#endif
1945 MAP_WHEN_RESET(map) = seconds()+timeout;
1946} 1207}
1947 1208
1948/* this updates the orig_map->tile_map[tile_num] value after loading 1209uint64
1949 * the map. It also takes care of linking back the freshly loaded 1210mapspace::volume () const
1950 * maps tile_map values if it tiles back to this one. It returns
1951 * the value of orig_map->tile_map[tile_num]. It really only does this
1952 * so that it is easier for calling functions to verify success.
1953 */
1954
1955static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1956{ 1211{
1957 int dest_tile = (tile_num +2) % 4; 1212 uint64 vol = 0;
1958 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1959 1213
1960 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1961 1216
1962 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1217 return vol;
1963 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1218}
1964 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1965 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1966 1219
1967 return orig_map->tile_map[tile_num]; 1220bool
1221maptile::tile_available (int dir, bool load)
1222{
1223 if (!tile_path[dir])
1224 return 0;
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1;
1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1;
1231
1232 return 0;
1968} 1233}
1969 1234
1970/* this returns TRUE if the coordinates (x,y) are out of 1235/* this returns TRUE if the coordinates (x,y) are out of
1971 * map m. This function also takes into account any 1236 * map m. This function also takes into account any
1972 * tiling considerations, loading adjacant maps as needed. 1237 * tiling considerations, loading adjacant maps as needed.
1973 * This is the function should always be used when it 1238 * This is the function should always be used when it
1974 * necessary to check for valid coordinates. 1239 * necessary to check for valid coordinates.
1975 * This function will recursively call itself for the 1240 * This function will recursively call itself for the
1976 * tiled maps. 1241 * tiled maps.
1977 * 1242 */
1978 * 1243int
1979 */
1980int out_of_map(mapstruct *m, int x, int y) 1244out_of_map (maptile *m, int x, int y)
1981{ 1245{
1982
1983 /* If we get passed a null map, this is obviously the 1246 /* If we get passed a null map, this is obviously the
1984 * case. This generally shouldn't happen, but if the 1247 * case. This generally shouldn't happen, but if the
1985 * map loads fail below, it could happen. 1248 * map loads fail below, it could happen.
1986 */ 1249 */
1987 if (!m) return 0; 1250 if (!m)
1988
1989 if (x<0) {
1990 if (!m->tile_path[3]) return 1;
1991 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 3);
1993 }
1994 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1995 }
1996 if (x>=MAP_WIDTH(m)) {
1997 if (!m->tile_path[1]) return 1;
1998 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1999 load_and_link_tiled_map(m, 1);
2000 }
2001 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
2002 }
2003 if (y<0) {
2004 if (!m->tile_path[0]) return 1;
2005 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2006 load_and_link_tiled_map(m, 0);
2007 }
2008 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2009 }
2010 if (y>=MAP_HEIGHT(m)) {
2011 if (!m->tile_path[2]) return 1;
2012 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2013 load_and_link_tiled_map(m, 2);
2014 }
2015 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2016 }
2017
2018 /* Simple case - coordinates are within this local
2019 * map.
2020 */
2021 return 0; 1251 return 0;
1252
1253 if (x < 0)
1254 {
1255 if (!m->tile_available (3))
1256 return 1;
1257
1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1259 }
1260
1261 if (x >= m->width)
1262 {
1263 if (!m->tile_available (1))
1264 return 1;
1265
1266 return out_of_map (m->tile_map[1], x - m->width, y);
1267 }
1268
1269 if (y < 0)
1270 {
1271 if (!m->tile_available (0))
1272 return 1;
1273
1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1275 }
1276
1277 if (y >= m->height)
1278 {
1279 if (!m->tile_available (2))
1280 return 1;
1281
1282 return out_of_map (m->tile_map[2], x, y - m->height);
1283 }
1284
1285 /* Simple case - coordinates are within this local
1286 * map.
1287 */
1288 return 0;
2022} 1289}
2023 1290
2024/* This is basically the same as out_of_map above, but 1291/* This is basically the same as out_of_map above, but
2025 * instead we return NULL if no map is valid (coordinates 1292 * instead we return NULL if no map is valid (coordinates
2026 * out of bounds and no tiled map), otherwise it returns 1293 * out of bounds and no tiled map), otherwise it returns
2027 * the map as that the coordinates are really on, and 1294 * the map as that the coordinates are really on, and
2028 * updates x and y to be the localized coordinates. 1295 * updates x and y to be the localised coordinates.
2029 * Using this is more efficient of calling out_of_map 1296 * Using this is more efficient of calling out_of_map
2030 * and then figuring out what the real map is 1297 * and then figuring out what the real map is
2031 */ 1298 */
2032mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1299maptile *
1300maptile::xy_find (sint16 &x, sint16 &y)
2033{ 1301{
2034 1302 if (x < 0)
2035 if (*x<0) {
2036 if (!m->tile_path[3]) return NULL;
2037 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2038 load_and_link_tiled_map(m, 3);
2039
2040 *x += MAP_WIDTH(m->tile_map[3]);
2041 return (get_map_from_coord(m->tile_map[3], x, y));
2042 } 1303 {
2043 if (*x>=MAP_WIDTH(m)) { 1304 if (!tile_available (3))
2044 if (!m->tile_path[1]) return NULL; 1305 return 0;
2045 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2046 load_and_link_tiled_map(m, 1);
2047 1306
2048 *x -= MAP_WIDTH(m); 1307 x += tile_map[3]->width;
2049 return (get_map_from_coord(m->tile_map[1], x, y)); 1308 return tile_map[3]->xy_find (x, y);
1309 }
1310
1311 if (x >= width)
2050 } 1312 {
2051 if (*y<0) { 1313 if (!tile_available (1))
2052 if (!m->tile_path[0]) return NULL; 1314 return 0;
2053 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2054 load_and_link_tiled_map(m, 0);
2055 1315
2056 *y += MAP_HEIGHT(m->tile_map[0]); 1316 x -= width;
2057 return (get_map_from_coord(m->tile_map[0], x, y)); 1317 return tile_map[1]->xy_find (x, y);
1318 }
1319
1320 if (y < 0)
2058 } 1321 {
2059 if (*y>=MAP_HEIGHT(m)) { 1322 if (!tile_available (0))
2060 if (!m->tile_path[2]) return NULL; 1323 return 0;
2061 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2062 load_and_link_tiled_map(m, 2);
2063 1324
2064 *y -= MAP_HEIGHT(m); 1325 y += tile_map[0]->height;
2065 return (get_map_from_coord(m->tile_map[2], x, y)); 1326 return tile_map[0]->xy_find (x, y);
1327 }
1328
1329 if (y >= height)
2066 } 1330 {
1331 if (!tile_available (2))
1332 return 0;
2067 1333
1334 y -= height;
1335 return tile_map[2]->xy_find (x, y);
1336 }
1337
2068 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
2069 * map. 1339 * map.
2070 */ 1340 */
2071 1341 return this;
2072 return m;
2073} 1342}
2074 1343
2075/** 1344/**
2076 * Return whether map2 is adjacent to map1. If so, store the distance from 1345 * Return whether map2 is adjacent to map1. If so, store the distance from
2077 * map1 to map2 in dx/dy. 1346 * map1 to map2 in dx/dy.
2078 */ 1347 */
1348int
2079static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1350{
2080 if (!map1 || !map2) 1351 if (!map1 || !map2)
2081 return 0; 1352 return 0;
2082 1353
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 //fix: compare paths instead (this is likely faster, too!)
2083 if (map1 == map2) { 1356 if (map1 == map2)
1357 {
2084 *dx = 0; 1358 *dx = 0;
2085 *dy = 0; 1359 *dy = 0;
2086 1360 }
2087 } else if (map1->tile_map[0] == map2) { /* up */ 1361 else if (map1->tile_map[0] == map2)
1362 { /* up */
2088 *dx = 0; 1363 *dx = 0;
2089 *dy = -MAP_HEIGHT(map2); 1364 *dy = -map2->height;
1365 }
2090 } else if (map1->tile_map[1] == map2) { /* right */ 1366 else if (map1->tile_map[1] == map2)
2091 *dx = MAP_WIDTH(map1); 1367 { /* right */
1368 *dx = map1->width;
2092 *dy = 0; 1369 *dy = 0;
1370 }
2093 } else if (map1->tile_map[2] == map2) { /* down */ 1371 else if (map1->tile_map[2] == map2)
1372 { /* down */
2094 *dx = 0; 1373 *dx = 0;
2095 *dy = MAP_HEIGHT(map1); 1374 *dy = map1->height;
1375 }
2096 } else if (map1->tile_map[3] == map2) { /* left */ 1376 else if (map1->tile_map[3] == map2)
2097 *dx = -MAP_WIDTH(map2); 1377 { /* left */
1378 *dx = -map2->width;
2098 *dy = 0; 1379 *dy = 0;
2099 1380 }
2100 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1381 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1382 { /* up right */
2101 *dx = MAP_WIDTH(map1->tile_map[0]); 1383 *dx = map1->tile_map[0]->width;
2102 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1384 *dy = -map1->tile_map[0]->height;
1385 }
2103 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1386 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2104 *dx = -MAP_WIDTH(map2); 1387 { /* up left */
2105 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1388 *dx = -map2->width;
1389 *dy = -map1->tile_map[0]->height;
1390 }
2106 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1391 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2107 *dx = MAP_WIDTH(map1); 1392 { /* right up */
2108 *dy = -MAP_HEIGHT(map2); 1393 *dx = map1->width;
1394 *dy = -map2->height;
1395 }
2109 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1396 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2110 *dx = MAP_WIDTH(map1); 1397 { /* right down */
2111 *dy = MAP_HEIGHT(map1->tile_map[1]); 1398 *dx = map1->width;
1399 *dy = map1->tile_map[1]->height;
1400 }
2112 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1401 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1402 { /* down right */
2113 *dx = MAP_WIDTH(map1->tile_map[2]); 1403 *dx = map1->tile_map[2]->width;
2114 *dy = MAP_HEIGHT(map1); 1404 *dy = map1->height;
1405 }
2115 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1406 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2116 *dx = -MAP_WIDTH(map2); 1407 { /* down left */
2117 *dy = MAP_HEIGHT(map1); 1408 *dx = -map2->width;
1409 *dy = map1->height;
1410 }
2118 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1411 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1412 { /* left up */
2119 *dx = -MAP_WIDTH(map1->tile_map[3]); 1413 *dx = -map1->tile_map[3]->width;
2120 *dy = -MAP_HEIGHT(map2); 1414 *dy = -map2->height;
1415 }
2121 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1416 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1417 { /* left down */
2122 *dx = -MAP_WIDTH(map1->tile_map[3]); 1418 *dx = -map1->tile_map[3]->width;
2123 *dy = MAP_HEIGHT(map1->tile_map[3]); 1419 *dy = map1->tile_map[3]->height;
2124
2125 } else { /* not "adjacent" enough */
2126 return 0;
2127 } 1420 }
2128 1421 else
2129 return 1; 1422 return 0;
1423
1424 return 1;
1425}
1426
1427maptile *
1428maptile::xy_load (sint16 &x, sint16 &y)
1429{
1430 maptile *map = xy_find (x, y);
1431
1432 if (map)
1433 map->load_sync ();
1434
1435 return map;
1436}
1437
1438maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440{
1441 return m->xy_load (*x, *y);
2130} 1442}
2131 1443
2132/* From map.c 1444/* From map.c
2133 * This is used by get_player to determine where the other 1445 * This is used by get_player to determine where the other
2134 * creature is. get_rangevector takes into account map tiling, 1446 * creature is. get_rangevector takes into account map tiling,
2135 * so you just can not look the the map coordinates and get the 1447 * so you just can not look the the map coordinates and get the
2136 * righte value. distance_x/y are distance away, which 1448 * righte value. distance_x/y are distance away, which
2137 * can be negativbe. direction is the crossfire direction scheme 1449 * can be negative. direction is the crossfire direction scheme
2138 * that the creature should head. part is the part of the 1450 * that the creature should head. part is the part of the
2139 * monster that is closest. 1451 * monster that is closest.
2140 * 1452 *
2141 * get_rangevector looks at op1 and op2, and fills in the 1453 * get_rangevector looks at op1 and op2, and fills in the
2142 * structure for op1 to get to op2. 1454 * structure for op1 to get to op2.
2147 * be unexpected 1459 * be unexpected
2148 * 1460 *
2149 * currently, the only flag supported (0x1) is don't translate for 1461 * currently, the only flag supported (0x1) is don't translate for
2150 * closest body part of 'op1' 1462 * closest body part of 'op1'
2151 */ 1463 */
2152 1464void
2153void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1466{
2154 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1468 {
2155 /* be conservative and fill in _some_ data */ 1469 /* be conservative and fill in _some_ data */
2156 retval->distance = 100000; 1470 retval->distance = 10000;
2157 retval->distance_x = 32767; 1471 retval->distance_x = 10000;
2158 retval->distance_y = 32767; 1472 retval->distance_y = 10000;
2159 retval->direction = 0; 1473 retval->direction = 0;
2160 retval->part = 0; 1474 retval->part = 0;
2161 } else { 1475 }
1476 else
1477 {
2162 object *best; 1478 object *best;
2163 1479
2164 retval->distance_x += op2->x-op1->x; 1480 retval->distance_x += op2->x - op1->x;
2165 retval->distance_y += op2->y-op1->y; 1481 retval->distance_y += op2->y - op1->y;
2166 1482
2167 best = op1; 1483 best = op1;
2168 /* If this is multipart, find the closest part now */ 1484 /* If this is multipart, find the closest part now */
2169 if (!(flags&0x1) && op1->more) { 1485 if (!(flags & 0x1) && op1->more)
2170 object *tmp; 1486 {
2171 int best_distance = retval->distance_x*retval->distance_x+ 1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2172 retval->distance_y*retval->distance_y, tmpi;
2173 1488
2174 /* we just take the offset of the piece to head to figure 1489 /* we just take the offset of the piece to head to figure
2175 * distance instead of doing all that work above again 1490 * distance instead of doing all that work above again
2176 * since the distance fields we set above are positive in the 1491 * since the distance fields we set above are positive in the
2177 * same axis as is used for multipart objects, the simply arithmetic 1492 * same axis as is used for multipart objects, the simply arithmetic
2178 * below works. 1493 * below works.
2179 */ 1494 */
2180 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1495 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1496 {
2181 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2182 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2183 if (tmpi < best_distance) { 1499 if (tmpi < best_distance)
1500 {
2184 best_distance = tmpi; 1501 best_distance = tmpi;
2185 best = tmp; 1502 best = tmp;
2186 } 1503 }
2187 } 1504 }
1505
2188 if (best != op1) { 1506 if (best != op1)
1507 {
2189 retval->distance_x += op1->x-best->x; 1508 retval->distance_x += op1->x - best->x;
2190 retval->distance_y += op1->y-best->y; 1509 retval->distance_y += op1->y - best->y;
2191 } 1510 }
2192 } 1511 }
1512
2193 retval->part = best; 1513 retval->part = best;
2194 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2195 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2196 } 1516 }
2197} 1517}
2198 1518
2199/* this is basically the same as get_rangevector above, but instead of 1519/* this is basically the same as get_rangevector above, but instead of
2200 * the first parameter being an object, it instead is the map 1520 * the first parameter being an object, it instead is the map
2204 * flags has no meaning for this function at this time - I kept it in to 1524 * flags has no meaning for this function at this time - I kept it in to
2205 * be more consistant with the above function and also in case they are needed 1525 * be more consistant with the above function and also in case they are needed
2206 * for something in the future. Also, since no object is pasted, the best 1526 * for something in the future. Also, since no object is pasted, the best
2207 * field of the rv_vector is set to NULL. 1527 * field of the rv_vector is set to NULL.
2208 */ 1528 */
2209 1529void
2210void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1530get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1531{
2211 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1533 {
2212 /* be conservative and fill in _some_ data */ 1534 /* be conservative and fill in _some_ data */
2213 retval->distance = 100000; 1535 retval->distance = 100000;
2214 retval->distance_x = 32767; 1536 retval->distance_x = 32767;
2215 retval->distance_y = 32767; 1537 retval->distance_y = 32767;
2216 retval->direction = 0; 1538 retval->direction = 0;
2217 retval->part = 0; 1539 retval->part = 0;
2218 } else { 1540 }
1541 else
1542 {
2219 retval->distance_x += op2->x-x; 1543 retval->distance_x += op2->x - x;
2220 retval->distance_y += op2->y-y; 1544 retval->distance_y += op2->y - y;
2221 1545
2222 retval->part = NULL; 1546 retval->part = NULL;
2223 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1547 retval->distance = idistance (retval->distance_x, retval->distance_y);
2224 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2225 } 1549 }
2226} 1550}
2227 1551
2228/* Returns true of op1 and op2 are effectively on the same map 1552/* Returns true of op1 and op2 are effectively on the same map
2229 * (as related to map tiling). Note that this looks for a path from 1553 * (as related to map tiling). Note that this looks for a path from
2230 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1554 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2231 * to op1, this will still return false. 1555 * to op1, this will still return false.
2232 * Note we only look one map out to keep the processing simple 1556 * Note we only look one map out to keep the processing simple
2233 * and efficient. This could probably be a macro. 1557 * and efficient. This could probably be a macro.
2234 * MSW 2001-08-05 1558 * MSW 2001-08-05
2235 */ 1559 */
1560int
2236int on_same_map(const object *op1, const object *op2) { 1561on_same_map (const object *op1, const object *op2)
1562{
2237 int dx, dy; 1563 int dx, dy;
2238 1564
2239 return adjacent_map(op1->map, op2->map, &dx, &dy); 1565 return adjacent_map (op1->map, op2->map, &dx, &dy);
2240} 1566}
1567
1568object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575}
1576
1577region *
1578maptile::region (int x, int y) const
1579{
1580 if (regions
1581 && regionmap
1582 && !OUT_OF_REAL_MAP (this, x, y))
1583 if (struct region *reg = regionmap [regions [y * width + x]])
1584 return reg;
1585
1586 if (default_region)
1587 return default_region;
1588
1589 return ::region::default_region ();
1590}
1591
1592/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596object *
1597maptile::pick_random_object () const
1598{
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616}
1617
1618void
1619maptile::play_sound (faceidx sound, int x, int y) const
1620{
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636}
1637

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