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Comparing deliantra/server/common/map.C (file contents):
Revision 1.8 by root, Sat Aug 26 08:44:04 2006 UTC vs.
Revision 1.139 by root, Sun May 4 19:14:23 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 1.8 2006/08/26 08:44:04 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 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
28#include "loader.h"
37 29
38#include "path.h" 30#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 31
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
246 * new values into newmap, nx, and ny. Any and all of those 35 * 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 37 * 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 38 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
252 */ 41 */
42int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 44{
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; 45 sint16 newx = x;
261 newy = y; 46 sint16 newy = y;
47
262 mp = get_map_from_coord(oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 49
264 retval |= P_NEW_MAP; 50 if (!mp)
51 return P_OUT_OF_MAP;
52
265 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 54 if (nx) *nx = newx;
267 if (ny) *ny = newy; 55 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 56
270 if (retval & P_SAFE) 57 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} 58}
275
276 59
277/* 60/*
278 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 67 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 68 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 70 * by the caller.
288 */ 71 */
289 72int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 73blocked_link (object *ob, maptile *m, int sx, int sy)
74{
291 object *tmp; 75 object *tmp;
292 int mflags, blocked; 76 int mflags, blocked;
293 77
294 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 79 * have already checked this.
296 */ 80 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 84 return 1;
300 } 85 }
301 86
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 88 * directly.
304 */ 89 */
305 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
306 91
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 93
309 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 96 * things we need to do for players.
312 */ 97 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 98 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; 99 return 0;
370}
371 100
101 /* if there isn't anytyhing alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example)
107 */
108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
110
111 ob = ob->head_ ();
112
113 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0.
117 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (check_inv_recursive (ob, tmp) == NULL)
131 return 1;
132 else
133 continue;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
148 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
163 }
164
165 }
166 return 0;
167}
372 168
373/* 169/*
374 * Returns true if the given object can't fit in the given spot. 170 * 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, 171 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
379 * 175 *
380 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
381 * 177 *
382 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
394 * 190 *
395 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
397 * against the move_block values. 193 * against the move_block values.
398 */ 194 */
399 195bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 196object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 197{
402 int flag; 198 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 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
413 201
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 202 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 203 return 1;
416 204
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 205 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 206
420 /* find_first_free_spot() calls this function. However, often 207 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
424 216
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 217 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
429 */ 219 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 220 if (ms.blocks (move_type))
431 return AB_NO_PASS; 221 return 1;
432
433 } 222 }
223
434 return 0; 224 return 0;
435} 225}
436 226
437/* When the map is loaded, load_object does not actually insert objects 227/* 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 228 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 229 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
442 */ 232 */
443 233void
444void fix_container(object *container) 234fix_container (object *container)
445{ 235{
446 object *tmp=container->inv, *next; 236 object *tmp = container->inv, *next;
447 237
448 container->inv=NULL; 238 container->inv = 0;
449 while (tmp!=NULL) { 239 while (tmp)
240 {
450 next = tmp->below; 241 next = tmp->below;
451 if (tmp->inv) 242 if (tmp->inv)
452 fix_container(tmp); 243 fix_container (tmp);
244
453 (void) insert_ob_in_ob(tmp,container); 245 insert_ob_in_ob (tmp, container);
454 tmp = next; 246 tmp = next;
455 } 247 }
248
456 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
457 * carrying. 250 //TODO: remove
458 */ 251 container->update_weight ();
459 sum_weight(container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
460} 263}
461 264
462/* link_multipart_objects go through all the objects on the map looking 265/* 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 266 * 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 267 * 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 268 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 269 */
468 270void
469static void link_multipart_objects(mapstruct *m) 271maptile::link_multipart_objects ()
470{ 272{
471 int x,y; 273 if (!spaces)
472 object *tmp, *op, *last, *above; 274 return;
473 archetype *at;
474 275
475 for(x=0;x<MAP_WIDTH(m);x++) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 277 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 278 object *op = ms->bot;
478 above=tmp->above; 279 while (op)
479 280 {
480 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 282 if (op->head_ () == op && !op->more && op->arch->more)
283 {
284 op->remove ();
285 op->expand_tail ();
482 286
483 /* If there is nothing more to this object, this for loop 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
484 * won't do anything. 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
485 */ 289 // 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) { 290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
487 op = arch_to_object(at);
488 291
489 /* update x,y coordinates */ 292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
490 op->x += tmp->x; 293 // so we have to reset the iteration through the mapspace
491 op->y += tmp->y; 294 }
492 op->head = tmp; 295 else
493 op->map = m; 296 op = op->above;
494 last->more = op; 297 }
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 } 298 }
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} 299}
512
513
514 300
515/* 301/*
516 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 303 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521void load_objects (mapstruct *m, FILE *fp, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i=load_object(fp,op,bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 304 */
534 bufstate = LO_REPEAT; 305bool
535 306maptile::_load_objects (object_thawer &f)
536 /* if the archetype for the object is null, means that we 307{
537 * got an invalid object. Don't do anything with it - the game 308 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 } 309 {
572 for (i=0;i<m->width;i++){ 310 coroapi::cede_to_tick (); // cede once in a while
573 for (j=0;j<m->height;j++){ 311
312 switch (f.kw)
313 {
314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
574 unique =0; 349 continue;
575 /* check for unique items, or unique squares */ 350
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 351 case KW_EOF:
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 352 return true;
578 unique = 1; 353
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 354 default:
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 355 if (!f.parse_error ("map file"))
356 return false;
357 break;
358 }
359
360 f.next ();
581 } 361 }
582 } 362
363 return true;
364}
365
366void
367maptile::activate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373}
374
375void
376maptile::deactivate ()
377{
378 if (spaces)
379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive ();
382}
383
384bool
385maptile::_save_objects (object_freezer &f, int flags)
386{
387 coroapi::cede_to_tick ();
388
389 if (flags & IO_HEADER)
390 _save_header (f);
391
392 if (!spaces)
393 return false;
394
395 for (int i = 0; i < size (); ++i)
583 } 396 {
584 free_object(op); 397 bool unique = 0;
585 link_multipart_objects(m);
586}
587 398
588/* This saves all the objects on the map in a non destructive fashion. 399 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, 400 {
590 * and we only save the head of multi part objects - this is needed 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
591 * in order to do map tiling properly. 402
403 if (expect_false (!op->can_map_save ()))
404 continue;
405
406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 {
408 if (flags & IO_UNIQUES)
409 op->write (f);
410 }
411 else if (expect_true (flags & IO_OBJECTS))
412 op->write (f);
413 }
414 }
415
416 coroapi::cede_to_tick ();
417
418 return true;
419}
420
421bool
422maptile::_save_objects (const char *path, int flags)
423{
424 object_freezer freezer;
425
426 if (!_save_objects (freezer, flags))
427 return false;
428
429 return freezer.save (path);
430}
431
432maptile::maptile ()
433{
434 in_memory = MAP_SWAPPED;
435
436 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour.
592 */ 438 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 439 width = 16;
594 int i, j = 0,unique=0; 440 height = 16;
595 object *op; 441 timeout = 300;
596 /* first pass - save one-part objects */ 442 max_nrof = 1000; // 1000 items of anything
597 for(i = 0; i < MAP_WIDTH(m); i++) 443 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 444}
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;
603 445
604 if(op->type == PLAYER) { 446maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 447{
606 continue; 448 in_memory = MAP_SWAPPED;
607 }
608 449
609 if (op->head || op->owner) 450 width = w;
610 continue; 451 height = h;
452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0;
455 enter_y = 0;
611 456
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 457 alloc ();
613 save_object( fp2 , 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, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 458}
623 459
624/* 460/*
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. 461 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 462 * This basically allocates the dynamic array of spaces for the
662 * map. 463 * map.
663 */ 464 */
664 465void
665void allocate_map(mapstruct *m) { 466maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 467{
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) { 468 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; 469 return;
470
471 spaces = salloc0<mapspace> (size ());
692} 472}
693 473
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 474/* 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 475 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 476 * at a later date.
697 * Called by parse_map_headers below. 477 * Called by parse_map_headers below.
698 */ 478 */
699 479static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 480parse_shop_string (const char *input_string)
481{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 483 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 484 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 485 const typedata *current_type;
705 486
706 shop_string=strdup_local(input_string); 487 shop_string = strdup (input_string);
707 p=shop_string; 488 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 489 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 490 while (p)
491 {
710 p=strchr(p, ';'); 492 p = strchr (p, ';');
711 number_of_entries++; 493 number_of_entries++;
712 if (p) p++; 494 if (p)
495 p++;
713 } 496 }
497
714 p=shop_string; 498 p = shop_string;
715 strip_endline(p); 499 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 500 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++) { 501 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 502 {
503 if (!p)
504 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 505 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 506 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 } 507 }
508
509 next_semicolon = strchr (p, ';');
510 next_colon = strchr (p, ':');
511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513 items[i].strength = atoi (strchr (p, ':') + 1);
514
515 if (isdigit (*p) || *p == '*')
516 {
517 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518 current_type = get_typedata (items[i].typenum);
519 if (current_type)
520 {
521 items[i].name = current_type->name;
522 items[i].name_pl = current_type->name_pl;
523 }
524 }
525 else
526 { /*we have a named type, let's figure out what it is */
527 q = strpbrk (p, ";:");
528 if (q)
529 *q = '\0';
530
531 current_type = get_typedata_by_name (p);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].typenum = current_type->number;
536 items[i].name_pl = current_type->name_pl;
537 }
538 else
539 { /* oh uh, something's wrong, let's free up this one, and try
540 * the next entry while we're at it, better print a warning
541 */
542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543 }
544 }
545
754 items[i].index=number_of_entries; 546 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 547 if (next_semicolon)
756 else p=NULL; 548 p = ++next_semicolon;
549 else
550 p = NULL;
757 } 551 }
552
758 free(shop_string); 553 free (shop_string);
759 return items; 554 return items;
760} 555}
761 556
762/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
559static void
764static void print_shop_string(mapstruct *m, char *output_string) { 560print_shop_string (maptile *m, char *output_string)
561{
765 int i; 562 int i;
766 char tmp[MAX_BUF]; 563 char tmp[MAX_BUF];
564
767 strcpy(output_string, ""); 565 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 566 for (i = 0; i < m->shopitems[0].index; i++)
567 {
769 if (m->shopitems[i].typenum) { 568 if (m->shopitems[i].typenum)
569 {
770 if (m->shopitems[i].strength) { 570 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 572 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 573 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 574 }
775 else { 575 else
576 {
776 if (m->shopitems[i].strength) { 577 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 578 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 579 else
779 else sprintf(tmp, "*"); 580 sprintf (tmp, "*");
780 } 581 }
582
781 strcat(output_string, tmp); 583 strcat (output_string, tmp);
782 } 584 }
783} 585}
784 586
785/* This loads the header information of the map. The header 587/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 588 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 592 * put all the stuff in the map object so that names actually make
791 * sense. 593 * sense.
792 * This could be done in lex (like the object loader), but I think 594 * 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. 595 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 596 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 597 */
797 598bool
798static int load_map_header(FILE *fp, mapstruct *m) 599maptile::_load_header (object_thawer &thawer)
799{ 600{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 601 for (;;)
801 int msgpos=0; 602 {
802 int maplorepos=0; 603 switch (thawer.kw)
604 {
605 case KW_msg:
606 thawer.get_ml (KW_endmsg, msg);
607 break;
803 608
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 609 case KW_lore: // CF+ extension
805 buf[HUGE_BUF-1] = 0; 610 thawer.get_ml (KW_endlore, maplore);
806 key = buf; 611 break;
807 while (isspace(*key)) key++; 612
808 if (*key == 0) continue; /* empty line */ 613 case KW_maplore:
809 value = strchr(key, ' '); 614 thawer.get_ml (KW_endmaplore, maplore);
810 if (!value) { 615 break;
811 end = strchr(key, '\n'); 616
812 if (end != NULL) { 617 case KW_arch:
813 *end = 0; 618 if (strcmp (thawer.get_str (), "map"))
619 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
620 break;
621
622 case KW_oid:
623 thawer.get (this, thawer.get_sint32 ());
624 break;
625
626 case KW_file_format_version: break; // nop
627
628 case KW_name: thawer.get (name); break;
629 case KW_attach: thawer.get (attach); break;
630 case KW_reset_time: thawer.get (reset_time); break;
631 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642
643 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
646
647 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649
650 // old names new names
651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653 case KW_x: case KW_width: thawer.get (width); break;
654 case KW_y: case KW_height: thawer.get (height); break;
655 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656 case KW_value: case KW_swap_time: thawer.get (timeout); break;
657 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660
661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
678 }
679
680 thawer.next ();
814 } 681 }
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
834 682
835 /* key is the field name, value is what it should be set 683 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 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(fp, m)) {
1040 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041 filename, flags);
1042 delete_map(m);
1043 return NULL;
1044 }
1045
1046 allocate_map(m);
1047 m->compressed = comp;
1048
1049 m->in_memory=MAP_LOADING;
1050 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1051 close_and_delete(fp, comp);
1052 m->in_memory=MAP_IN_MEMORY;
1053 if (!MAP_DIFFICULTY(m))
1054 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1055 set_map_reset_time(m);
1056 INVOKE_MAP (LOAD, m);
1057 return (m);
1058}
1059
1060/*
1061 * Loads a map, which has been loaded earlier, from file.
1062 * Return the map object we load into (this can change from the passed
1063 * option if we can't find the original map)
1064 */
1065
1066static mapstruct *load_temporary_map(mapstruct *m) {
1067 FILE *fp;
1068 int comp;
1069 char buf[MAX_BUF];
1070
1071 if (!m->tmpname) {
1072 LOG(llevError, "No temporary filename for map %s\n", m->path);
1073 strcpy(buf, m->path);
1074 delete_map(m);
1075 m = load_original_map(buf, 0);
1076 if(m==NULL) return NULL;
1077 fix_auto_apply(m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1082 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1083 strcpy(buf, m->path);
1084 delete_map(m);
1085 m = load_original_map(buf, 0);
1086 if(m==NULL) return NULL;
1087 fix_auto_apply(m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091
1092 if (load_map_header(fp, m)) {
1093 LOG(llevError,"Error loading map header for %s (%s)\n",
1094 m->path, m->tmpname);
1095 delete_map(m);
1096 m = load_original_map(m->path, 0);
1097 return NULL;
1098 }
1099 m->compressed = comp;
1100 allocate_map(m);
1101
1102 m->in_memory=MAP_LOADING;
1103 load_objects (m, fp, 0);
1104 close_and_delete(fp, comp);
1105 m->in_memory=MAP_IN_MEMORY;
1106 INVOKE_MAP (SWAPIN, m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143} 684}
1144 685
1145/****************************************************************************** 686/******************************************************************************
1146 * This is the start of unique map handling code 687 * This is the start of unique map handling code
1147 *****************************************************************************/ 688 *****************************************************************************/
1148 689
1149/* This goes through map 'm' and removed any unique items on the map. */ 690/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 691void
692maptile::clear_unique_items ()
1151{ 693{
694 for (int i = 0; i < size (); ++i)
695 {
1152 int i,j,unique; 696 int unique = 0;
1153 object *op, *next; 697 for (object *op = spaces [i].bot; op; )
698 {
699 object *above = op->above;
1154 700
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1161 unique=1; 702 unique = 1;
703
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1163 clean_object(op); 705 {
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 706 op->destroy_inv (false);
1165 remove_button_link(op); 707 op->destroy ();
1166 remove_ob(op); 708 }
1167 free_object(op); 709
1168 } 710 op = above;
711 }
1169 } 712 }
1170 }
1171} 713}
1172 714
715bool
716maptile::_save_header (object_freezer &freezer)
717{
718#define MAP_OUT(k) freezer.put (KW_ ## k, k)
719#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1173 720
1174/* 721 MAP_OUT2 (arch, "map");
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 722
1183 for (count=0; count<10; count++) { 723 if (name) MAP_OUT (name);
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 724 MAP_OUT (swap_time);
1185 if (!access(firstname, R_OK)) break; 725 MAP_OUT (reset_time);
1186 } 726 MAP_OUT (reset_timeout);
1187 /* If we get here, we did not find any map */ 727 MAP_OUT (fixed_resettime);
1188 if (count==10) return; 728 MAP_OUT (no_reset);
729 MAP_OUT (difficulty);
1189 730
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 731 if (default_region) MAP_OUT2 (region, default_region->name);
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197 732
1198 m->in_memory=MAP_LOADING; 733 if (shopitems)
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206
1207
1208/*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1220 shop[MAX_BUF], filename_s[MAX_BUF];
1221 int i;
1222 734 {
1223 if (flag && !*m->path) { 735 char shop[MAX_BUF];
1224 LOG(llevError,"Tried to save map without path.\n");
1225 return -1;
1226 }
1227
1228 if (flag || (m->unique) || (m->templatemap)) {
1229 if (!m->unique && !m->templatemap) { /* flag is set */
1230 if (flag == 2)
1231 strcpy(filename, create_overlay_pathname(m->path));
1232 else
1233 strcpy (filename, create_pathname (m->path));
1234 } else
1235 strcpy (filename, m->path);
1236
1237 /* If the compression suffix already exists on the filename, don't
1238 * put it on again. This nasty looking strcmp checks to see if the
1239 * compression suffix is at the end of the filename already.
1240 */
1241 if (m->compressed &&
1242 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1243 uncomp[m->compressed][0]))
1244 strcat(filename, uncomp[m->compressed][0]);
1245 make_path_to_file(filename);
1246 } else {
1247 if (!m->tmpname)
1248 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1249 strcpy(filename, m->tmpname);
1250 }
1251 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1252 m->in_memory = MAP_SAVING;
1253
1254 sprintf (filename_s, "%s~", filename);
1255
1256 /* Compress if it isn't a temporary save. Do compress if unique */
1257 if (m->compressed && (m->unique || m->templatemap || flag)) {
1258 char buf[MAX_BUF];
1259 strcpy(buf, uncomp[m->compressed][2]);
1260 strcat(buf, " > ");
1261 strcat(buf, filename_s);
1262 fp = popen(buf, "w");
1263 } else
1264 fp = fopen(filename_s, "w");
1265
1266 if(fp == NULL) {
1267 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1268 return -1;
1269 }
1270
1271 /* legacy */
1272 fprintf(fp,"arch map\n");
1273 if (m->name) fprintf(fp,"name %s\n", m->name);
1274 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1275 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1276 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1277 /* we unfortunately have no idea if this is a value the creator set
1278 * or a difficulty value we generated when the map was first loaded
1279 */
1280 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1281 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1282 if (m->shopitems) {
1283 print_shop_string(m, shop); 736 print_shop_string (this, shop);
1284 fprintf(fp,"shopitems %s\n", shop); 737 MAP_OUT2 (shopitems, shop);
1285 }
1286 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1287#ifndef WIN32
1288 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1289 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1290#else
1291 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1293#endif
1294 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1295 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1296 if (m->width) fprintf(fp,"width %d\n", m->width);
1297 if (m->height) fprintf(fp,"height %d\n", m->height);
1298 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1299 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1300 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1301 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1302 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1303 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1304 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1305 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1306 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1307 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1308 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1309 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1310 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1311 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1312 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1313
1314 /* Save any tiling information, except on overlays */
1315 if (flag != 2)
1316 for (i=0; i<4; i++)
1317 if (m->tile_path[i])
1318 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1319
1320 fprintf(fp,"end\n");
1321
1322 /* In the game save unique items in the different file, but
1323 * in the editor save them to the normal map file.
1324 * If unique map, save files in the proper destination (set by
1325 * player)
1326 */
1327 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1328 sprintf (buf,"%s.v00",create_items_path (m->path));
1329 sprintf (buf_s, "%s~", buf);
1330 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1331 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1332 }
1333 if (flag == 2)
1334 save_objects(m, fp, fp2, 2);
1335 else
1336 save_objects (m, fp, fp2, 0);
1337 if (fp2 != NULL) {
1338 if (ftell (fp2) == 0) {
1339 fclose (fp2);
1340 rename (buf_s, buf);
1341 unlink (buf);
1342 } else {
1343 fclose (fp2);
1344 rename (buf_s, buf);
1345 chmod (buf, SAVE_MODE);
1346 } 738 }
1347 }
1348 } else { /* save same file when not playing, like in editor */
1349 save_objects(m, fp, fp, 0);
1350 }
1351 739
1352 if (m->compressed && (m->unique || m->templatemap || flag)) 740 MAP_OUT (shopgreed);
1353 pclose(fp); 741 MAP_OUT (shopmin);
1354 else 742 MAP_OUT (shopmax);
1355 fclose(fp); 743 if (shoprace) MAP_OUT (shoprace);
744 MAP_OUT (darkness);
745 MAP_OUT (width);
746 MAP_OUT (height);
747 MAP_OUT (enter_x);
748 MAP_OUT (enter_y);
1356 749
1357 rename (filename_s, filename); 750 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
751 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1358 752
1359 chmod (filename, SAVE_MODE); 753 MAP_OUT (outdoor);
754 MAP_OUT (temp);
755 MAP_OUT (pressure);
756 MAP_OUT (humid);
757 MAP_OUT (windspeed);
758 MAP_OUT (winddir);
759 MAP_OUT (sky);
760
761 MAP_OUT (per_player);
762 MAP_OUT (per_party);
763
764 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
765 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
766 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
767 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
768
769 freezer.put (this);
770 freezer.put (KW_end);
771
772 return true;
773}
774
775bool
776maptile::_save_header (const char *path)
777{
778 object_freezer freezer;
779
780 if (!_save_header (freezer))
1360 return 0; 781 return false;
1361}
1362 782
1363 783 return freezer.save (path);
1364/*
1365 * Remove and free all objects in the inventory of the given object.
1366 * object.c ?
1367 */
1368
1369void clean_object(object *op)
1370{
1371 object *tmp, *next;
1372
1373 for(tmp = op->inv; tmp; tmp = next)
1374 {
1375 next = tmp->below;
1376 clean_object(tmp);
1377 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1378 remove_button_link(tmp);
1379 remove_ob(tmp);
1380 free_object(tmp);
1381 }
1382} 784}
1383 785
1384/* 786/*
1385 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
1386 */ 788 */
789void
790maptile::clear ()
791{
792 if (spaces)
793 {
794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
795 while (object *op = ms->bot)
796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
1387 800
1388void free_all_objects(mapstruct *m) { 801 op->flag [FLAG_REMOVED] = true;
1389 int i,j;
1390 object *op;
1391 802
1392 for(i=0;i<MAP_WIDTH(m);i++) 803 object *head = op->head_ ();
1393 for(j=0;j<MAP_HEIGHT(m);j++) { 804 if (op == head)
1394 object *previous_obj=NULL; 805 {
1395 while((op=GET_MAP_OB(m,i,j))!=NULL) { 806 op->destroy_inv (false);
1396 if (op==previous_obj) { 807 op->destroy ();
1397 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 808 }
1398 break; 809 else if (head->map != op->map)
1399 } 810 {
1400 previous_obj=op; 811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1401 if(op->head!=NULL) 812 head->destroy ();
1402 op = op->head; 813 }
814 }
1403 815
1404 /* If the map isn't in memory, free_object will remove and 816 sfree0 (spaces, size ());
1405 * free objects in op's inventory. So let it do the job.
1406 */
1407 if (m->in_memory==MAP_IN_MEMORY)
1408 clean_object(op);
1409 remove_ob(op);
1410 free_object(op);
1411 } 817 }
1412 } 818
1413#ifdef MANY_CORES 819 if (buttons)
1414 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 820 free_objectlinkpt (buttons), buttons = 0;
1415 * an item on that map was not saved - look for that condition and die as appropriate - 821
1416 * this leaves more of the map data intact for better debugging. 822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
824}
825
826void
827maptile::clear_header ()
828{
829 name = 0;
830 msg = 0;
831 maplore = 0;
832 shoprace = 0;
833 delete [] shopitems, shopitems = 0;
834
835 for (int i = 0; i < 4; i++)
836 tile_path [i] = 0;
837}
838
839maptile::~maptile ()
840{
841 assert (destroyed ());
842}
843
844void
845maptile::clear_links_to (maptile *m)
846{
847 /* We need to look through all the maps and see if any maps
848 * are pointing at this one for tiling information. Since
849 * tiling can be asymetric, we just can not look to see which
850 * maps this map tiles with and clears those.
1417 */ 851 */
1418 for (op=objects; op!=NULL; op=op->next) { 852 for (int i = 0; i < 4; i++)
1419 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 853 if (tile_map[i] == m)
1420 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 854 tile_map[i] = 0;
1421 abort(); 855}
1422 } 856
857void
858maptile::do_destroy ()
859{
860 attachable::do_destroy ();
861
862 clear ();
863}
864
865/* decay and destroy perishable items in a map */
866void
867maptile::do_decay_objects ()
868{
869 if (!spaces)
870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
874 {
875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
891 {
892 op->stats.dam--;
893 if (op->stats.dam < 0)
894 destroy = 1;
895 }
896 else if (op->is_armor ())
897 {
898 op->stats.ac--;
899 if (op->stats.ac < 0)
900 destroy = 1;
901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
1423 } 929 }
1424#endif
1425} 930}
1426 931
1427/* 932/*
1428 * Frees everything allocated by the given mapstructure. 933 * Updates every button on the map (by calling update_button() for them).
1429 * don't free tmpname - our caller is left to do that
1430 */
1431
1432void free_map(mapstruct *m,int flag) {
1433 int i;
1434
1435 if (!m->in_memory) {
1436 LOG(llevError,"Trying to free freed map.\n");
1437 return;
1438 }
1439 if (flag && m->spaces) free_all_objects(m);
1440 if (m->name) FREE_AND_CLEAR(m->name);
1441 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1442 if (m->msg) FREE_AND_CLEAR(m->msg);
1443 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1444 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1445 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1446 if (m->buttons)
1447 free_objectlinkpt(m->buttons);
1448 m->buttons = NULL;
1449 for (i=0; i<4; i++) {
1450 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1451 m->tile_map[i] = NULL;
1452 }
1453 m->in_memory = MAP_SWAPPED;
1454}
1455
1456/*
1457 * function: vanish mapstruct
1458 * m : pointer to mapstruct, if NULL no action
1459 * this deletes all the data on the map (freeing pointers)
1460 * and then removes this map from the global linked list of maps.
1461 */
1462
1463void delete_map(mapstruct *m) {
1464 mapstruct *tmp, *last;
1465 int i;
1466
1467 if (!m)
1468 return;
1469 if (m->in_memory == MAP_IN_MEMORY) {
1470 /* change to MAP_SAVING, even though we are not,
1471 * so that remove_ob doesn't do as much work.
1472 */ 934 */
1473 m->in_memory = MAP_SAVING; 935void
1474 free_map (m, 1); 936maptile::update_buttons ()
937{
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
1475 } 953 }
1476 /* move this out of free_map, since tmpname can still be needed if
1477 * the map is swapped out.
1478 */
1479 if (m->tmpname) {
1480 free(m->tmpname);
1481 m->tmpname=NULL;
1482 }
1483 last = NULL;
1484 /* We need to look through all the maps and see if any maps
1485 * are pointing at this one for tiling information. Since
1486 * tiling can be assymetric, we just can not look to see which
1487 * maps this map tiles with and clears those.
1488 */
1489 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1490 if (tmp->next == m) last = tmp;
1491
1492 /* This should hopefully get unrolled on a decent compiler */
1493 for (i=0; i<4; i++)
1494 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1495 }
1496
1497 /* If last is null, then this should be the first map in the list */
1498 if (!last) {
1499 if (m == first_map)
1500 first_map = m->next;
1501 else
1502 /* m->path is a static char, so should hopefully still have
1503 * some useful data in it.
1504 */
1505 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1506 m->path);
1507 }
1508 else
1509 last->next = m->next;
1510
1511 free (m);
1512} 954}
1513
1514
1515
1516/*
1517 * Makes sure the given map is loaded and swapped in.
1518 * name is path name of the map.
1519 * flags meaning:
1520 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1521 * and don't do unique items or the like.
1522 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1523 * dont do any more name translation on it.
1524 *
1525 * Returns a pointer to the given map.
1526 */
1527
1528mapstruct *ready_map_name(const char *name, int flags) {
1529 mapstruct *m;
1530
1531 if (!name)
1532 return (NULL);
1533
1534 /* Have we been at this level before? */
1535 m = has_been_loaded (name);
1536
1537 /* Map is good to go, so just return it */
1538 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1539 return m;
1540 }
1541
1542 /* unique maps always get loaded from their original location, and never
1543 * a temp location. Likewise, if map_flush is set, or we have never loaded
1544 * this map, load it now. I removed the reset checking from here -
1545 * it seems the probability of a player trying to enter a map that should
1546 * reset but hasn't yet is quite low, and removing that makes this function
1547 * a bit cleaner (and players probably shouldn't rely on exact timing for
1548 * resets in any case - if they really care, they should use the 'maps command.
1549 */
1550 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1551
1552 /* first visit or time to reset */
1553 if (m) {
1554 clean_tmp_map(m); /* Doesn't make much difference */
1555 delete_map(m);
1556 }
1557
1558 /* create and load a map */
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 LOG(llevDebug, "Trying to load map %s.\n", name);
1561 else
1562 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1563
1564 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1565 return (NULL);
1566
1567 fix_auto_apply(m); /* Chests which open as default */
1568
1569 /* If a player unique map, no extra unique object file to load.
1570 * if from the editor, likewise.
1571 */
1572 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1573 load_unique_objects(m);
1574
1575 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1576 m=load_overlay_map(name, m);
1577 if (m==NULL)
1578 return NULL;
1579 }
1580
1581 } else {
1582 /* If in this loop, we found a temporary map, so load it up. */
1583
1584 m=load_temporary_map (m);
1585 if(m==NULL) return NULL;
1586 load_unique_objects(m);
1587
1588 clean_tmp_map(m);
1589 m->in_memory = MAP_IN_MEMORY;
1590 /* tempnam() on sun systems (probably others) uses malloc
1591 * to allocated space for the string. Free it here.
1592 * In some cases, load_temporary_map above won't find the
1593 * temporary map, and so has reloaded a new map. If that
1594 * is the case, tmpname is now null
1595 */
1596 if (m->tmpname) free(m->tmpname);
1597 m->tmpname = NULL;
1598 /* It's going to be saved anew anyway */
1599 }
1600
1601 /* Below here is stuff common to both first time loaded maps and
1602 * temp maps.
1603 */
1604
1605 decay_objects(m); /* start the decay */
1606 /* In case other objects press some buttons down */
1607 update_buttons(m);
1608 if (m->outdoor)
1609 set_darkness_map(m);
1610 /* run the weather over this map */
1611 weather_effect(name);
1612 return m;
1613}
1614
1615 955
1616/* 956/*
1617 * This routine is supposed to find out the difficulty of the map. 957 * This routine is supposed to find out the difficulty of the map.
1618 * difficulty does not have a lot to do with character level, 958 * difficulty does not have a lot to do with character level,
1619 * but does have a lot to do with treasure on the map. 959 * but does have a lot to do with treasure on the map.
1621 * Difficulty can now be set by the map creature. If the value stored 961 * Difficulty can now be set by the map creature. If the value stored
1622 * in the map is zero, then use this routine. Maps should really 962 * in the map is zero, then use this routine. Maps should really
1623 * have a difficulty set than using this function - human calculation 963 * have a difficulty set than using this function - human calculation
1624 * is much better than this functions guesswork. 964 * is much better than this functions guesswork.
1625 */ 965 */
1626 966int
1627int calculate_difficulty(mapstruct *m) { 967maptile::estimate_difficulty () const
1628 object *op; 968{
1629 archetype *at;
1630 int x, y, i, diff;
1631 long monster_cnt = 0; 969 long monster_cnt = 0;
1632 double avgexp = 0; 970 double avgexp = 0;
1633 sint64 total_exp = 0; 971 sint64 total_exp = 0;
1634 972
1635 if (MAP_DIFFICULTY (m)) 973 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1636 { 974 for (object *op = ms->bot; op; op = op->above)
1637 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1638 return MAP_DIFFICULTY (m);
1639 }
1640
1641 for(x = 0; x < MAP_WIDTH(m); x++)
1642 for(y = 0; y < MAP_HEIGHT(m); y++)
1643 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1644 { 975 {
1645 if(QUERY_FLAG (op, FLAG_MONSTER)) 976 if (QUERY_FLAG (op, FLAG_MONSTER))
1646 { 977 {
1647 total_exp += op->stats.exp; 978 total_exp += op->stats.exp;
1648 monster_cnt++; 979 monster_cnt++;
1649 } 980 }
1650 981
1651 if(QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
1652 { 983 {
1653 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
985
1654 at = type_to_archetype(GENERATE_TYPE (op)); 986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1655
1656 if(at != NULL)
1657 total_exp += at->clone.stats.exp * 8; 987 total_exp += at->stats.exp * 8;
1658 988
1659 monster_cnt++; 989 monster_cnt++;
1660 } 990 }
1661 } 991 }
1662 992
1663 avgexp = (double) total_exp / monster_cnt; 993 avgexp = (double) total_exp / monster_cnt;
1664 994
1665 for (i = 1; i <= settings.max_level; i++) 995 for (int i = 1; i <= settings.max_level; i++)
1666 {
1667 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 996 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1668 {
1669 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1670 return i; 997 return i;
1671 }
1672 }
1673 998
1674 return 1; 999 return 1;
1675}
1676
1677void clean_tmp_map(mapstruct *m) {
1678 if(m->tmpname == NULL)
1679 return;
1680 INVOKE_MAP (CLEAN, m);
1681 (void) unlink(m->tmpname);
1682}
1683
1684void free_all_maps(void)
1685{
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697} 1000}
1698 1001
1699/* change_map_light() - used to change map light level (darkness) 1002/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 1003 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 1004 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 1005 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 1006 * to maps than los.
1704 * postive values make it darker, negative make it brighter 1007 * postive values make it darker, negative make it brighter
1705 */ 1008 */
1706 1009int
1707int change_map_light(mapstruct *m, int change) { 1010maptile::change_map_light (int change)
1011{
1708 int new_level = m->darkness + change; 1012 int new_level = darkness + change;
1709 1013
1710 /* Nothing to do */ 1014 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0; 1016 return 0;
1714 }
1715 1017
1716 /* inform all players on the map */ 1018 /* inform all players on the map */
1717 if (change>0) 1019 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1021 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1023
1722 /* Do extra checking. since m->darkness is a unsigned value, 1024 /* Do extra checking. since darkness is a unsigned value,
1723 * we need to be extra careful about negative values. 1025 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change 1026 * In general, the checks below are only needed if change
1725 * is not +/-1 1027 * is not +/-1
1726 */ 1028 */
1727 if (new_level < 0) m->darkness = 0; 1029 if (new_level < 0)
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1729 else m->darkness=new_level; 1034 darkness = new_level;
1730 1035
1731 /* All clients need to get re-updated for the change */ 1036 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1037 update_all_map_los (this);
1733 return 1; 1038 return 1;
1734} 1039}
1735
1736 1040
1737/* 1041/*
1738 * This function updates various attributes about a specific space 1042 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1043 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1044 * has a living creatures, prevents people from passing
1741 * through, etc) 1045 * through, etc)
1742 */ 1046 */
1743void update_position (mapstruct *m, int x, int y) { 1047void
1048mapspace::update_ ()
1049{
1744 object *tmp, *last = NULL; 1050 object *tmp, *last = 0;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1746 New_Face *top,*floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1053
1750 oldflags = GET_MAP_FLAGS(m,x,y); 1054 //object *middle = 0;
1751 if (!(oldflags & P_NEED_UPDATE)) { 1055 //object *top = 0;
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1056 //object *floor = 0;
1753 m->path, x, y); 1057 // this seems to generate better code than using locals, above
1754 return; 1058 object *&top = faces_obj[0] = 0;
1755 } 1059 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0;
1756 1061
1757 middle=blank_face;
1758 top=blank_face;
1759 floor=blank_face;
1760
1761 middle_obj = NULL;
1762 top_obj = NULL;
1763 floor_obj = NULL;
1764
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1766 1063 {
1767 /* This could be made additive I guess (two lights better than 1064 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2 1065 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since 1066 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?) 1067 * it is a dissapation factor that is cubed.
1771 */ 1068 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius; 1069 light = max (light, tmp->glow_radius);
1773 1070
1774 /* This call is needed in order to update objects the player 1071 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1072 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1073 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1074 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1075 * functions the move_player calls eventualy call this.
1779 * 1076 *
1780 * Always put the player down for drawing. 1077 * Always put the player down for drawing.
1781 */ 1078 */
1782 if (!tmp->invisible) { 1079 if (!tmp->invisible)
1080 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1081 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1082 top = tmp;
1785 top_obj = tmp;
1786 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1083 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1084 {
1788 /* If we got a floor, that means middle and top were below it, 1085 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1086 * so should not be visible, so we clear them.
1790 */ 1087 */
1791 middle=blank_face; 1088 middle = 0;
1792 top=blank_face; 1089 top = 0;
1793 floor = tmp->face; 1090 floor = tmp;
1794 floor_obj = tmp; 1091 }
1795 }
1796 /* Flag anywhere have high priority */ 1092 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1093 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1094 {
1799 1095 middle = tmp;
1800 middle_obj = tmp; 1096 anywhere = 1;
1801 anywhere =1; 1097 }
1802 }
1803 /* Find the highest visible face around. If equal 1098 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1099 * visibilities, we still want the one nearer to the
1805 * top 1100 * top
1806 */ 1101 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1102 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1808 middle = tmp->face; 1103 middle = tmp;
1809 middle_obj = tmp; 1104 }
1810 } 1105
1811 }
1812 if (tmp==tmp->above) { 1106 if (tmp == tmp->above)
1107 {
1813 LOG(llevError, "Error in structure of map\n"); 1108 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1109 exit (-1);
1815 }
1816 1110 }
1111
1817 move_slow |= tmp->move_slow; 1112 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1113 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1114 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1115 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1116 move_allow |= tmp->move_allow;
1822 1117
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1118 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1119 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1120 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1121 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1122 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1123 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829 if (tmp->type == SAFE_GROUND)
1830 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1831
1832 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1833 flags |= P_BLOCKSVIEW;
1834 } /* for stack of objects */
1835
1836 /* we don't want to rely on this function to have accurate flags, but
1837 * since we're already doing the work, we calculate them here.
1838 * if they don't match, logic is broken someplace.
1839 */
1840 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1841 (!(oldflags & P_NO_ERROR))) {
1842 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1843 m->path, x, y,
1844 (oldflags & ~P_NEED_UPDATE), flags);
1845 } 1124 }
1846 SET_MAP_FLAGS(m, x, y, flags);
1847 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1848 SET_MAP_MOVE_ON(m, x, y, move_on);
1849 SET_MAP_MOVE_OFF(m, x, y, move_off);
1850 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1851 1125
1126 this->light = light;
1127 this->flags_ = flags;
1128 this->move_block = move_block & ~move_allow;
1129 this->move_on = move_on;
1130 this->move_off = move_off;
1131 this->move_slow = move_slow;
1132
1852 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1853 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1854 * this point. 1135 * this point.
1855 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1856 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1857 * 1138 *
1858 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1859 */ 1140 */
1860 1141
1861 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1862 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1863 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1864 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1865 */ 1146 */
1866 if (top == middle) middle=blank_face; 1147 if (top == middle)
1148 middle = 0;
1867 1149
1868 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1869 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1870 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1871 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1872 */ 1154 */
1873 1155
1874 for (tmp=last; tmp; tmp=tmp->below) { 1156 for (tmp = last; tmp; tmp = tmp->below)
1157 {
1875 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1876 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1160 break;
1877 1161
1878 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1879 if ((top != blank_face) && (middle != blank_face)) break; 1163 if (top && middle)
1164 break;
1880 1165
1881 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
1882 if (!tmp->invisible || editor) { 1167 if (!tmp->invisible)
1168 {
1883 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1884 if (top == blank_face) { 1170 if (!top)
1885 top = tmp->face; 1171 {
1886 top_obj = tmp; 1172 top = tmp;
1887 if (top == middle) middle=blank_face; 1173 if (top == middle)
1888 } else { 1174 middle = 0;
1175 }
1176 else
1177 {
1889 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1890 * middle is not set 1179 * middle is not set
1891 * 1180 *
1892 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1893 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1894 * 1183 *
1895 */ 1184 */
1896 if (tmp->face != top ) { 1185 if (tmp != top)
1897 middle = tmp->face; 1186 {
1898 middle_obj = tmp; 1187 middle = tmp;
1899 break; 1188 break;
1900 } 1189 }
1190 }
1191 }
1901 } 1192 }
1902 }
1903 }
1904 if (middle == floor) middle = blank_face;
1905 if (top == middle) middle = blank_face;
1906 SET_MAP_FACE(m,x,y,top,0);
1907 if(top != blank_face)
1908 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1909 else
1910 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1911 SET_MAP_FACE(m,x,y,middle,1);
1912 if(middle != blank_face)
1913 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1914 else
1915 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1916 SET_MAP_FACE(m,x,y,floor,2);
1917 if(floor != blank_face)
1918 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1919 else
1920 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1921 SET_MAP_LIGHT(m,x,y,light);
1922}
1923 1193
1194 if (middle == floor)
1195 middle = 0;
1924 1196
1925void set_map_reset_time(mapstruct *map) { 1197 if (top == middle)
1926 int timeout; 1198 middle = 0;
1927 1199
1928 timeout = MAP_RESET_TIMEOUT(map); 1200#if 0
1929 if (timeout <= 0) 1201 faces_obj [0] = top;
1930 timeout = MAP_DEFAULTRESET; 1202 faces_obj [1] = middle;
1931 if (timeout >= MAP_MAXRESET) 1203 faces_obj [2] = floor;
1932 timeout = MAP_MAXRESET; 1204#endif
1933 MAP_WHEN_RESET(map) = seconds()+timeout;
1934} 1205}
1935 1206
1936/* this updates the orig_map->tile_map[tile_num] value after loading 1207uint64
1937 * the map. It also takes care of linking back the freshly loaded 1208mapspace::volume () const
1938 * maps tile_map values if it tiles back to this one. It returns
1939 * the value of orig_map->tile_map[tile_num]. It really only does this
1940 * so that it is easier for calling functions to verify success.
1941 */
1942
1943static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1944{ 1209{
1945 int dest_tile = (tile_num +2) % 4; 1210 uint64 vol = 0;
1946 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1947 1211
1948 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1212 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1213 vol += op->volume ();
1949 1214
1950 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1215 return vol;
1951 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1216}
1952 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1953 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1954 1217
1955 return orig_map->tile_map[tile_num]; 1218bool
1219maptile::tile_available (int dir, bool load)
1220{
1221 if (!tile_path[dir])
1222 return 0;
1223
1224 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1225 return 1;
1226
1227 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1228 return 1;
1229
1230 return 0;
1956} 1231}
1957 1232
1958/* this returns TRUE if the coordinates (x,y) are out of 1233/* this returns TRUE if the coordinates (x,y) are out of
1959 * map m. This function also takes into account any 1234 * map m. This function also takes into account any
1960 * tiling considerations, loading adjacant maps as needed. 1235 * tiling considerations, loading adjacant maps as needed.
1961 * This is the function should always be used when it 1236 * This is the function should always be used when it
1962 * necessary to check for valid coordinates. 1237 * necessary to check for valid coordinates.
1963 * This function will recursively call itself for the 1238 * This function will recursively call itself for the
1964 * tiled maps. 1239 * tiled maps.
1965 * 1240 */
1966 * 1241int
1967 */
1968int out_of_map(mapstruct *m, int x, int y) 1242out_of_map (maptile *m, int x, int y)
1969{ 1243{
1970
1971 /* If we get passed a null map, this is obviously the 1244 /* If we get passed a null map, this is obviously the
1972 * case. This generally shouldn't happen, but if the 1245 * case. This generally shouldn't happen, but if the
1973 * map loads fail below, it could happen. 1246 * map loads fail below, it could happen.
1974 */ 1247 */
1975 if (!m) return 0; 1248 if (!m)
1976
1977 if (x<0) {
1978 if (!m->tile_path[3]) return 1;
1979 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 3);
1981 }
1982 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1983 }
1984 if (x>=MAP_WIDTH(m)) {
1985 if (!m->tile_path[1]) return 1;
1986 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 1);
1988 }
1989 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1990 }
1991 if (y<0) {
1992 if (!m->tile_path[0]) return 1;
1993 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 0);
1995 }
1996 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1997 }
1998 if (y>=MAP_HEIGHT(m)) {
1999 if (!m->tile_path[2]) return 1;
2000 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 2);
2002 }
2003 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2004 }
2005
2006 /* Simple case - coordinates are within this local
2007 * map.
2008 */
2009 return 0; 1249 return 0;
1250
1251 if (x < 0)
1252 {
1253 if (!m->tile_available (3))
1254 return 1;
1255
1256 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1257 }
1258
1259 if (x >= m->width)
1260 {
1261 if (!m->tile_available (1))
1262 return 1;
1263
1264 return out_of_map (m->tile_map[1], x - m->width, y);
1265 }
1266
1267 if (y < 0)
1268 {
1269 if (!m->tile_available (0))
1270 return 1;
1271
1272 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1273 }
1274
1275 if (y >= m->height)
1276 {
1277 if (!m->tile_available (2))
1278 return 1;
1279
1280 return out_of_map (m->tile_map[2], x, y - m->height);
1281 }
1282
1283 /* Simple case - coordinates are within this local
1284 * map.
1285 */
1286 return 0;
2010} 1287}
2011 1288
2012/* This is basically the same as out_of_map above, but 1289/* This is basically the same as out_of_map above, but
2013 * instead we return NULL if no map is valid (coordinates 1290 * instead we return NULL if no map is valid (coordinates
2014 * out of bounds and no tiled map), otherwise it returns 1291 * out of bounds and no tiled map), otherwise it returns
2015 * the map as that the coordinates are really on, and 1292 * the map as that the coordinates are really on, and
2016 * updates x and y to be the localized coordinates. 1293 * updates x and y to be the localised coordinates.
2017 * Using this is more efficient of calling out_of_map 1294 * Using this is more efficient of calling out_of_map
2018 * and then figuring out what the real map is 1295 * and then figuring out what the real map is
2019 */ 1296 */
2020mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1297maptile *
1298maptile::xy_find (sint16 &x, sint16 &y)
2021{ 1299{
2022 1300 if (x < 0)
2023 if (*x<0) {
2024 if (!m->tile_path[3]) return NULL;
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map(m, 3);
2027
2028 *x += MAP_WIDTH(m->tile_map[3]);
2029 return (get_map_from_coord(m->tile_map[3], x, y));
2030 } 1301 {
2031 if (*x>=MAP_WIDTH(m)) { 1302 if (!tile_available (3))
2032 if (!m->tile_path[1]) return NULL; 1303 return 0;
2033 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2034 load_and_link_tiled_map(m, 1);
2035 1304
2036 *x -= MAP_WIDTH(m); 1305 x += tile_map[3]->width;
2037 return (get_map_from_coord(m->tile_map[1], x, y)); 1306 return tile_map[3]->xy_find (x, y);
1307 }
1308
1309 if (x >= width)
2038 } 1310 {
2039 if (*y<0) { 1311 if (!tile_available (1))
2040 if (!m->tile_path[0]) return NULL; 1312 return 0;
2041 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2042 load_and_link_tiled_map(m, 0);
2043 1313
2044 *y += MAP_HEIGHT(m->tile_map[0]); 1314 x -= width;
2045 return (get_map_from_coord(m->tile_map[0], x, y)); 1315 return tile_map[1]->xy_find (x, y);
1316 }
1317
1318 if (y < 0)
2046 } 1319 {
2047 if (*y>=MAP_HEIGHT(m)) { 1320 if (!tile_available (0))
2048 if (!m->tile_path[2]) return NULL; 1321 return 0;
2049 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2050 load_and_link_tiled_map(m, 2);
2051 1322
2052 *y -= MAP_HEIGHT(m); 1323 y += tile_map[0]->height;
2053 return (get_map_from_coord(m->tile_map[2], x, y)); 1324 return tile_map[0]->xy_find (x, y);
1325 }
1326
1327 if (y >= height)
2054 } 1328 {
1329 if (!tile_available (2))
1330 return 0;
2055 1331
1332 y -= height;
1333 return tile_map[2]->xy_find (x, y);
1334 }
1335
2056 /* Simple case - coordinates are within this local 1336 /* Simple case - coordinates are within this local
2057 * map. 1337 * map.
2058 */ 1338 */
2059 1339 return this;
2060 return m;
2061} 1340}
2062 1341
2063/** 1342/**
2064 * Return whether map2 is adjacent to map1. If so, store the distance from 1343 * Return whether map2 is adjacent to map1. If so, store the distance from
2065 * map1 to map2 in dx/dy. 1344 * map1 to map2 in dx/dy.
2066 */ 1345 */
1346int
2067static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1347adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1348{
2068 if (!map1 || !map2) 1349 if (!map1 || !map2)
2069 return 0; 1350 return 0;
2070 1351
1352 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1353 //fix: compare paths instead (this is likely faster, too!)
2071 if (map1 == map2) { 1354 if (map1 == map2)
1355 {
2072 *dx = 0; 1356 *dx = 0;
2073 *dy = 0; 1357 *dy = 0;
2074 1358 }
2075 } else if (map1->tile_map[0] == map2) { /* up */ 1359 else if (map1->tile_map[0] == map2)
1360 { /* up */
2076 *dx = 0; 1361 *dx = 0;
2077 *dy = -MAP_HEIGHT(map2); 1362 *dy = -map2->height;
1363 }
2078 } else if (map1->tile_map[1] == map2) { /* right */ 1364 else if (map1->tile_map[1] == map2)
2079 *dx = MAP_WIDTH(map1); 1365 { /* right */
1366 *dx = map1->width;
2080 *dy = 0; 1367 *dy = 0;
1368 }
2081 } else if (map1->tile_map[2] == map2) { /* down */ 1369 else if (map1->tile_map[2] == map2)
1370 { /* down */
2082 *dx = 0; 1371 *dx = 0;
2083 *dy = MAP_HEIGHT(map1); 1372 *dy = map1->height;
1373 }
2084 } else if (map1->tile_map[3] == map2) { /* left */ 1374 else if (map1->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1375 { /* left */
1376 *dx = -map2->width;
2086 *dy = 0; 1377 *dy = 0;
2087 1378 }
2088 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1379 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1380 { /* up right */
2089 *dx = MAP_WIDTH(map1->tile_map[0]); 1381 *dx = map1->tile_map[0]->width;
2090 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1382 *dy = -map1->tile_map[0]->height;
1383 }
2091 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1384 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1385 { /* up left */
2093 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1386 *dx = -map2->width;
1387 *dy = -map1->tile_map[0]->height;
1388 }
2094 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1389 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2095 *dx = MAP_WIDTH(map1); 1390 { /* right up */
2096 *dy = -MAP_HEIGHT(map2); 1391 *dx = map1->width;
1392 *dy = -map2->height;
1393 }
2097 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1394 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2098 *dx = MAP_WIDTH(map1); 1395 { /* right down */
2099 *dy = MAP_HEIGHT(map1->tile_map[1]); 1396 *dx = map1->width;
1397 *dy = map1->tile_map[1]->height;
1398 }
2100 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1399 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1400 { /* down right */
2101 *dx = MAP_WIDTH(map1->tile_map[2]); 1401 *dx = map1->tile_map[2]->width;
2102 *dy = MAP_HEIGHT(map1); 1402 *dy = map1->height;
1403 }
2103 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1404 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2104 *dx = -MAP_WIDTH(map2); 1405 { /* down left */
2105 *dy = MAP_HEIGHT(map1); 1406 *dx = -map2->width;
1407 *dy = map1->height;
1408 }
2106 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1409 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1410 { /* left up */
2107 *dx = -MAP_WIDTH(map1->tile_map[3]); 1411 *dx = -map1->tile_map[3]->width;
2108 *dy = -MAP_HEIGHT(map2); 1412 *dy = -map2->height;
1413 }
2109 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1414 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1415 { /* left down */
2110 *dx = -MAP_WIDTH(map1->tile_map[3]); 1416 *dx = -map1->tile_map[3]->width;
2111 *dy = MAP_HEIGHT(map1->tile_map[3]); 1417 *dy = map1->tile_map[3]->height;
2112
2113 } else { /* not "adjacent" enough */
2114 return 0;
2115 } 1418 }
2116 1419 else
2117 return 1; 1420 return 0;
1421
1422 return 1;
1423}
1424
1425maptile *
1426maptile::xy_load (sint16 &x, sint16 &y)
1427{
1428 maptile *map = xy_find (x, y);
1429
1430 if (map)
1431 map->load_sync ();
1432
1433 return map;
1434}
1435
1436maptile *
1437get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1438{
1439 return m->xy_load (*x, *y);
2118} 1440}
2119 1441
2120/* From map.c 1442/* From map.c
2121 * This is used by get_player to determine where the other 1443 * This is used by get_player to determine where the other
2122 * creature is. get_rangevector takes into account map tiling, 1444 * creature is. get_rangevector takes into account map tiling,
2123 * so you just can not look the the map coordinates and get the 1445 * so you just can not look the the map coordinates and get the
2124 * righte value. distance_x/y are distance away, which 1446 * righte value. distance_x/y are distance away, which
2125 * can be negativbe. direction is the crossfire direction scheme 1447 * can be negative. direction is the crossfire direction scheme
2126 * that the creature should head. part is the part of the 1448 * that the creature should head. part is the part of the
2127 * monster that is closest. 1449 * monster that is closest.
2128 * 1450 *
2129 * get_rangevector looks at op1 and op2, and fills in the 1451 * get_rangevector looks at op1 and op2, and fills in the
2130 * structure for op1 to get to op2. 1452 * structure for op1 to get to op2.
2135 * be unexpected 1457 * be unexpected
2136 * 1458 *
2137 * currently, the only flag supported (0x1) is don't translate for 1459 * currently, the only flag supported (0x1) is don't translate for
2138 * closest body part of 'op1' 1460 * closest body part of 'op1'
2139 */ 1461 */
2140 1462void
2141void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1463get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1464{
2142 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1465 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1466 {
2143 /* be conservative and fill in _some_ data */ 1467 /* be conservative and fill in _some_ data */
2144 retval->distance = 100000; 1468 retval->distance = 10000;
2145 retval->distance_x = 32767; 1469 retval->distance_x = 10000;
2146 retval->distance_y = 32767; 1470 retval->distance_y = 10000;
2147 retval->direction = 0; 1471 retval->direction = 0;
2148 retval->part = 0; 1472 retval->part = 0;
2149 } else { 1473 }
1474 else
1475 {
2150 object *best; 1476 object *best;
2151 1477
2152 retval->distance_x += op2->x-op1->x; 1478 retval->distance_x += op2->x - op1->x;
2153 retval->distance_y += op2->y-op1->y; 1479 retval->distance_y += op2->y - op1->y;
2154 1480
2155 best = op1; 1481 best = op1;
2156 /* If this is multipart, find the closest part now */ 1482 /* If this is multipart, find the closest part now */
2157 if (!(flags&0x1) && op1->more) { 1483 if (!(flags & 0x1) && op1->more)
2158 object *tmp; 1484 {
2159 int best_distance = retval->distance_x*retval->distance_x+ 1485 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2160 retval->distance_y*retval->distance_y, tmpi;
2161 1486
2162 /* we just take the offset of the piece to head to figure 1487 /* we just take the offset of the piece to head to figure
2163 * distance instead of doing all that work above again 1488 * distance instead of doing all that work above again
2164 * since the distance fields we set above are positive in the 1489 * since the distance fields we set above are positive in the
2165 * same axis as is used for multipart objects, the simply arithmetic 1490 * same axis as is used for multipart objects, the simply arithmetic
2166 * below works. 1491 * below works.
2167 */ 1492 */
2168 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1493 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1494 {
2169 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1495 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2170 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1496 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2171 if (tmpi < best_distance) { 1497 if (tmpi < best_distance)
1498 {
2172 best_distance = tmpi; 1499 best_distance = tmpi;
2173 best = tmp; 1500 best = tmp;
2174 } 1501 }
2175 } 1502 }
1503
2176 if (best != op1) { 1504 if (best != op1)
1505 {
2177 retval->distance_x += op1->x-best->x; 1506 retval->distance_x += op1->x - best->x;
2178 retval->distance_y += op1->y-best->y; 1507 retval->distance_y += op1->y - best->y;
2179 } 1508 }
2180 } 1509 }
1510
2181 retval->part = best; 1511 retval->part = best;
2182 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1512 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2183 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1513 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2184 } 1514 }
2185} 1515}
2186 1516
2187/* this is basically the same as get_rangevector above, but instead of 1517/* this is basically the same as get_rangevector above, but instead of
2188 * the first parameter being an object, it instead is the map 1518 * the first parameter being an object, it instead is the map
2192 * flags has no meaning for this function at this time - I kept it in to 1522 * flags has no meaning for this function at this time - I kept it in to
2193 * be more consistant with the above function and also in case they are needed 1523 * be more consistant with the above function and also in case they are needed
2194 * for something in the future. Also, since no object is pasted, the best 1524 * for something in the future. Also, since no object is pasted, the best
2195 * field of the rv_vector is set to NULL. 1525 * field of the rv_vector is set to NULL.
2196 */ 1526 */
2197 1527void
2198void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1528get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1529{
2199 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1530 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1531 {
2200 /* be conservative and fill in _some_ data */ 1532 /* be conservative and fill in _some_ data */
2201 retval->distance = 100000; 1533 retval->distance = 100000;
2202 retval->distance_x = 32767; 1534 retval->distance_x = 32767;
2203 retval->distance_y = 32767; 1535 retval->distance_y = 32767;
2204 retval->direction = 0; 1536 retval->direction = 0;
2205 retval->part = 0; 1537 retval->part = 0;
2206 } else { 1538 }
1539 else
1540 {
2207 retval->distance_x += op2->x-x; 1541 retval->distance_x += op2->x - x;
2208 retval->distance_y += op2->y-y; 1542 retval->distance_y += op2->y - y;
2209 1543
2210 retval->part = NULL; 1544 retval->part = NULL;
2211 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1545 retval->distance = idistance (retval->distance_x, retval->distance_y);
2212 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1546 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2213 } 1547 }
2214} 1548}
2215 1549
2216/* Returns true of op1 and op2 are effectively on the same map 1550/* Returns true of op1 and op2 are effectively on the same map
2217 * (as related to map tiling). Note that this looks for a path from 1551 * (as related to map tiling). Note that this looks for a path from
2218 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1552 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2219 * to op1, this will still return false. 1553 * to op1, this will still return false.
2220 * Note we only look one map out to keep the processing simple 1554 * Note we only look one map out to keep the processing simple
2221 * and efficient. This could probably be a macro. 1555 * and efficient. This could probably be a macro.
2222 * MSW 2001-08-05 1556 * MSW 2001-08-05
2223 */ 1557 */
1558int
2224int on_same_map(const object *op1, const object *op2) { 1559on_same_map (const object *op1, const object *op2)
1560{
2225 int dx, dy; 1561 int dx, dy;
2226 1562
2227 return adjacent_map(op1->map, op2->map, &dx, &dy); 1563 return adjacent_map (op1->map, op2->map, &dx, &dy);
2228} 1564}
1565
1566object *
1567maptile::insert (object *op, int x, int y, object *originator, int flags)
1568{
1569 if (!op->flag [FLAG_REMOVED])
1570 op->remove ();
1571
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573}
1574
1575region *
1576maptile::region (int x, int y) const
1577{
1578 if (regions
1579 && regionmap
1580 && !OUT_OF_REAL_MAP (this, x, y))
1581 if (struct region *reg = regionmap [regions [y * width + x]])
1582 return reg;
1583
1584 if (default_region)
1585 return default_region;
1586
1587 return ::region::default_region ();
1588}
1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players (pl)
1621 if (pl->ob->map == this)
1622 if (client *ns = pl->ns)
1623 {
1624 int dx = x - pl->ob->x;
1625 int dy = y - pl->ob->y;
1626
1627 int distance = idistance (dx, dy);
1628
1629 if (distance <= MAX_SOUND_DISTANCE)
1630 ns->play_sound (sound, dx, dy);
1631 }
1632}
1633

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