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Comparing deliantra/server/common/map.C (file contents):
Revision 1.18 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.142 by root, Sun May 18 17:52:53 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 1.18 2006/08/31 17:54:14 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 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 31
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
238 * 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
240 * 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
241 * 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
242 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
244 */ 41 */
42int
245int 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)
246{ 44{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 45 sint16 newx = x;
253 newy = y; 46 sint16 newy = y;
47
254 mp = get_map_from_coord(oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 49
256 retval |= P_NEW_MAP; 50 if (!mp)
51 return P_OUT_OF_MAP;
52
257 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 54 if (nx) *nx = newx;
259 if (ny) *ny = newy; 55 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 56
262 if (retval & P_SAFE) 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 58}
267
268 59
269/* 60/*
270 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 67 * monster.
277 * 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.
278 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 70 * by the caller.
280 */ 71 */
281 72int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 73blocked_link (object *ob, maptile *m, int sx, int sy)
74{
283 object *tmp; 75 object *tmp;
284 int mflags, blocked; 76 int mflags, blocked;
285 77
286 /* 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
287 * have already checked this. 79 * have already checked this.
288 */ 80 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
290 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");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* 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
295 * directly. 88 * directly.
296 */ 89 */
297 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
298 91
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 93
301 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 96 * things we need to do for players.
304 */ 97 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0;
306 100
307 /* if there isn't anytyhing alive on this space, and this space isn't 101 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 102 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 103 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 104 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 105 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
313 */ 107 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
315 110
316 if(ob->head != NULL) 111 ob = ob->head_ ();
317 ob=ob->head;
318 112
319 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
323 */ 117 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
325 120
326 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
328 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
330 * pass through this space. 126 * pass through this space.
331 */ 127 */
332 if (tmp->last_sp) { 128 if (tmp->last_sp)
129 {
333 if (check_inv_recursive(ob,tmp)==NULL) 130 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 131 return 1;
335 else 132 else
336 continue; 133 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 134 }
346 } /* if check_inv */
347 else { 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 {
348 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
350 * movement, can't move here. 150 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
352 * hidden dm 152 * hidden dm
353 */ 153 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 if (OB_MOVE_BLOCK (ob, tmp))
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 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;
358 } 163 }
359 164
360 } 165 }
361 return 0; 166 return 0;
362} 167}
363
364 168
365/* 169/*
366 * 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
367 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
370 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
371 * 175 *
372 * 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.
373 * 177 *
374 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
386 * 190 *
387 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
388 * 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
389 * against the move_block values. 193 * against the move_block values.
390 */ 194 */
391 195bool
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 196object::blocked (maptile *m, int x, int y) const
393 archetype *tmp; 197{
394 int flag; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
405 201
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 202 if (!pos.normalise ())
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 203 return 1;
408 204
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 205 mapspace &ms = *pos;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 206
412 /* find_first_free_spot() calls this function. However, often 207 if (ms.flags () & P_IS_ALIVE)
413 * 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)
414 * 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.
415 */ 213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
416 216
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* 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
420 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
421 */ 219 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 220 if (ms.blocks (move_type))
423 return AB_NO_PASS; 221 return 1;
424
425 } 222 }
223
426 return 0; 224 return 0;
427} 225}
428 226
429/* 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
430 * 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
431 * and insert them properly. 229 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
434 */ 232 */
435 233void
436void fix_container(object *container) 234fix_container (object *container)
437{ 235{
438 object *tmp=container->inv, *next; 236 object *tmp = container->inv, *next;
439 237
440 container->inv=NULL; 238 container->inv = 0;
441 while (tmp!=NULL) { 239 while (tmp)
240 {
442 next = tmp->below; 241 next = tmp->below;
443 if (tmp->inv) 242 if (tmp->inv)
444 fix_container(tmp); 243 fix_container (tmp);
244
445 (void) insert_ob_in_ob(tmp,container); 245 insert_ob_in_ob (tmp, container);
446 tmp = next; 246 tmp = next;
447 } 247 }
248
448 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
449 * carrying. 250 //TODO: remove
450 */ 251 container->update_weight ();
451 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;
452} 263}
453 264
454/* 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
455 * 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
456 * 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
457 * they are saved). We do have to look for the old maps that did save 268 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 269 */
460 270void
461static void link_multipart_objects(mapstruct *m) 271maptile::link_multipart_objects ()
462{ 272{
463 int x,y; 273 if (!spaces)
464 object *tmp, *op, *last, *above; 274 return;
465 archetype *at;
466 275
467 for(x=0;x<MAP_WIDTH(m);x++) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 277 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 278 object *op = ms->bot;
470 above=tmp->above; 279 while (op)
471 280 {
472 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 282 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 283 {
284 op->remove ();
285 op->expand_tail ();
286
287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291
292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293 // so we have to reset the iteration through the mapspace
294 }
295 else
296 op = op->above;
297 }
298 }
299}
506 300
507/* 301/*
508 * 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
509 * file pointer. 303 * file pointer.
510 * mapflags is the same as we get with load_original_map
511 */ 304 */
305bool
306maptile::_load_objects (object_thawer &f)
307{
308 for (;;)
309 {
310 coroapi::cede_to_tick (); // cede once in a while
512 311
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 312 switch (f.kw)
514 int i,j,bufstate=LO_NEWFILE;
515 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp;
517
518 op=get_object();
519 op->map = m; /* To handle buttons correctly */
520
521 while((i = load_object (fp, op, bufstate, mapflags))) {
522 /* Since the loading of the map header does not load an object
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */ 313 {
526 bufstate = LO_REPEAT; 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
527 320
528 /* if the archetype for the object is null, means that we 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
529 * got an invalid object. Don't do anything with it - the game 322 {
530 * or editor will not be able to do anything with it either. 323 // we insert manually because
531 */ 324 // a) its way faster
532 if (op->arch==NULL) { 325 // b) we remove manually, too, and there are good reasons for that
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 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
534 continue; 349 continue;
535 }
536 350
537
538 switch(i) {
539 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546
547 if (op->inv)
548 sum_weight(op);
549
550 prev=op,last_more=op;
551 break;
552
553 case LL_MORE: 351 case KW_EOF:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
555 op->head=prev,last_more->more=op,last_more=op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
556 break; 357 break;
557 } 358 }
558 if (mapflags & MAP_STYLE) { 359
559 remove_from_active_list(op); 360 f.next ();
361 }
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)
396 {
397 bool unique = 0;
398
399 for (object *op = spaces [i].bot; op; op = op->above)
400 {
401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
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);
560 } 413 }
561 op=get_object();
562 op->map = m;
563 } 414 }
564 for (i=0;i<m->width;i++){
565 for (j=0;j<m->height;j++){
566 unique =0;
567 /* check for unique items, or unique squares */
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
570 unique = 1;
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
573 }
574 }
575 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 415
580/* This saves all the objects on the map in a non destructive fashion. 416 coroapi::cede_to_tick ();
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 417
582 * and we only save the head of multi part objects - this is needed 418 return true;
583 * in order to do map tiling properly. 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.
584 */ 438 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 439 width = 16;
586 int i, j = 0,unique=0; 440 height = 16;
587 object *op; 441 timeout = 300;
588 /* first pass - save one-part objects */ 442 max_nrof = 1000; // 1000 items of anything
589 for(i = 0; i < MAP_WIDTH(m); i++) 443 max_volume = 2000000; // 2m³
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 444}
591 unique=0;
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595 445
596 if(op->type == PLAYER) { 446maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 447{
598 continue; 448 in_memory = MAP_SWAPPED;
599 }
600 449
601 if (op->head || op->owner) 450 width = w;
602 continue; 451 height = h;
452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0;
455 enter_y = 0;
603 456
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 457 alloc ();
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614} 458}
615 459
616/* 460/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else
633 mp->next=map;
634
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct. 461 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 462 * This basically allocates the dynamic array of spaces for the
654 * map. 463 * map.
655 */ 464 */
656 465void
657void allocate_map(mapstruct *m) { 466maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 467{
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) { 468 if (spaces)
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m; 469 return;
470
471 spaces = salloc0<mapspace> (size ());
684} 472}
685 473
686/* 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
687 * 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
688 * at a later date. 476 * at a later date.
689 * Called by parse_map_headers below. 477 * Called by parse_map_headers below.
690 */ 478 */
691 479static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 480parse_shop_string (const char *input_string)
481{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 483 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 484 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 485 const typedata *current_type;
697 486
698 shop_string=strdup_local(input_string); 487 shop_string = strdup (input_string);
699 p=shop_string; 488 p = shop_string;
700 /* 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 */
701 while (p) { 490 while (p)
491 {
702 p=strchr(p, ';'); 492 p = strchr (p, ';');
703 number_of_entries++; 493 number_of_entries++;
704 if (p) p++; 494 if (p)
495 p++;
705 } 496 }
497
706 p=shop_string; 498 p = shop_string;
707 strip_endline(p); 499 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 500 items = new shopitems[number_of_entries + 1];
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) { 501 for (i = 0; i < number_of_entries; i++)
502 {
711 if (!p) { 503 if (!p)
504 {
712 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");
713 break; 506 break;
714 } 507 }
508
715 next_semicolon=strchr(p, ';'); 509 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 510 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 513 items[i].strength = atoi (strchr (p, ':') + 1);
514
515 if (isdigit (*p) || *p == '*')
720 516 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 517 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 518 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 519 if (current_type)
520 {
725 items[i].name=current_type->name; 521 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 522 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 523 }
745 } 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
746 items[i].index=number_of_entries; 546 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 547 if (next_semicolon)
548 p = ++next_semicolon;
549 else
748 else p=NULL; 550 p = NULL;
749 } 551 }
552
750 free(shop_string); 553 free (shop_string);
751 return items; 554 return items;
752} 555}
753 556
754/* 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
755 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
559static void
756static void print_shop_string(mapstruct *m, char *output_string) { 560print_shop_string (maptile *m, char *output_string)
561{
757 int i; 562 int i;
758 char tmp[MAX_BUF]; 563 char tmp[MAX_BUF];
564
759 strcpy(output_string, ""); 565 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 566 for (i = 0; i < m->shopitems[0].index; i++)
567 {
761 if (m->shopitems[i].typenum) { 568 if (m->shopitems[i].typenum)
569 {
762 if (m->shopitems[i].strength) { 570 if (m->shopitems[i].strength)
763 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);
764 } 572 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 573 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 574 }
767 else { 575 else
576 {
768 if (m->shopitems[i].strength) { 577 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 578 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 579 else
771 else sprintf(tmp, "*"); 580 sprintf (tmp, "*");
772 } 581 }
582
773 strcat(output_string, tmp); 583 strcat (output_string, tmp);
774 } 584 }
775} 585}
776 586
777/* This loads the header information of the map. The header 587/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 588 * contains things like difficulty, size, timeout, etc.
782 * 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
783 * sense. 593 * sense.
784 * 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
785 * 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.
786 * MSW 2001-07-01 596 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 597 */
789 598bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 599maptile::_load_header (object_thawer &thawer)
791{ 600{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 601 for (;;)
793 int msgpos=0; 602 {
794 int maplorepos=0; 603 switch (thawer.kw)
795
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 buf[HUGE_BUF-1] = 0;
798 key = buf;
799 while (isspace(*key)) key++;
800 if (*key == 0) continue; /* empty line */
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 604 {
820 if (!end) { 605 case KW_msg:
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 606 thawer.get_ml (KW_endmsg, msg);
822 buf); 607 break;
608
609 case KW_lore: // CF+ extension
610 thawer.get_ml (KW_endlore, maplore);
611 break;
612
613 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore);
615 break;
616
617 case KW_arch:
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 case KW_no_drop: thawer.get (no_drop); break;
647
648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650
651 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654 case KW_x: case KW_width: thawer.get (width); break;
655 case KW_y: case KW_height: thawer.get (height); break;
656 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661
662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
823 return 1; 673 return true;
824 }
825
826 674
827 /* key is the field name, value is what it should be set 675 default:
828 * to. We've already done the work to null terminate key, 676 if (!thawer.parse_error ("map", 0))
829 * and strip off any leading spaces for both of these. 677 return false;
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break; 678 break;
873 } 679 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949 680
950 if (tile<1 || tile>4) { 681 thawer.next ();
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 682 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 683
1023 object_thawer thawer (pathname); 684 abort ();
1024
1025 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049}
1050
1051/*
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m;
1098}
1099
1100/*
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 685}
1131 686
1132/****************************************************************************** 687/******************************************************************************
1133 * This is the start of unique map handling code 688 * This is the start of unique map handling code
1134 *****************************************************************************/ 689 *****************************************************************************/
1135 690
1136/* This goes through map 'm' and removed any unique items on the map. */ 691/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 692void
693maptile::clear_unique_items ()
1138{ 694{
1139 int i,j,unique; 695 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 696 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 697 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 698 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 699 {
700 object *above = op->above;
701
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 703 unique = 1;
704
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 } 706 {
707 op->destroy_inv (false);
708 op->destroy ();
1156 } 709 }
710
711 op = above;
1157 } 712 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 713 }
1208 LOG (llevError, "Tried to save map without path.\n"); 714}
1209 return -1; 715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721
722 MAP_OUT2 (arch, "map");
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name);
734
735 if (shopitems)
1210 } 736 {
1211 737 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
1213 { 740 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 741
1224 make_path_to_file (filename); 742 MAP_OUT (shopgreed);
1225 } 743 MAP_OUT (shopmin);
1226 else 744 MAP_OUT (shopmax);
1227 { 745 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 746 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 747 MAP_OUT (width);
748 MAP_OUT (height);
749 MAP_OUT (enter_x);
750 MAP_OUT (enter_y);
1230 751
1231 strcpy (filename, m->tmpname); 752 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 753 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 754
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 755 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 756 MAP_OUT (temp);
757 MAP_OUT (pressure);
758 MAP_OUT (humid);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
1236 762
763 MAP_OUT (per_player);
764 MAP_OUT (per_party);
765
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
767 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
768 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
769 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
770
771 freezer.put (this);
772 freezer.put (KW_end);
773
774 return true;
775}
776
777bool
778maptile::_save_header (const char *path)
779{
1237 object_freezer freezer; 780 object_freezer freezer;
1238 781
1239 /* legacy */ 782 if (!_save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 783 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 784
1311 /* Save any tiling information, except on overlays */ 785 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 786}
1368 787
1369/* 788/*
1370 * Remove and free all objects in the given map. 789 * Remove and free all objects in the given map.
1371 */ 790 */
791void
792maptile::clear ()
793{
794 if (spaces)
795 {
796 for (mapspace *ms = spaces + size (); ms-- > spaces; )
797 while (object *op = ms->bot)
798 {
799 // manually remove, as to not trigger anything
800 if (ms->bot = op->above)
801 ms->bot->below = 0;
1372 802
1373void free_all_objects(mapstruct *m) { 803 op->flag [FLAG_REMOVED] = true;
1374 int i,j;
1375 object *op;
1376 804
1377 for(i=0;i<MAP_WIDTH(m);i++) 805 object *head = op->head_ ();
1378 for(j=0;j<MAP_HEIGHT(m);j++) { 806 if (op == head)
1379 object *previous_obj=NULL; 807 {
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) { 808 op->destroy_inv (false);
1381 if (op==previous_obj) { 809 op->destroy ();
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 } 810 }
1385 previous_obj=op; 811 else if (head->map != op->map)
1386 if(op->head!=NULL)
1387 op = op->head;
1388
1389 /* If the map isn't in memory, free_object will remove and
1390 * free objects in op's inventory. So let it do the job.
1391 */ 812 {
1392 if (m->in_memory==MAP_IN_MEMORY) 813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1393 clean_object(op); 814 head->destroy ();
1394 remove_ob(op);
1395 free_object(op);
1396 } 815 }
1397 } 816 }
1398#ifdef MANY_CORES 817
1399 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 818 sfree0 (spaces, size ());
1400 * an item on that map was not saved - look for that condition and die as appropriate - 819 }
1401 * this leaves more of the map data intact for better debugging. 820
821 if (buttons)
822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
826}
827
828void
829maptile::clear_header ()
830{
831 name = 0;
832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
836
837 for (int i = 0; i < 4; i++)
838 tile_path [i] = 0;
839}
840
841maptile::~maptile ()
842{
843 assert (destroyed ());
844}
845
846void
847maptile::clear_links_to (maptile *m)
848{
849 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those.
1402 */ 853 */
1403 for (op=objects; op!=NULL; op=op->next) { 854 for (int i = 0; i < 4; i++)
1404 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 855 if (tile_map[i] == m)
1405 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 856 tile_map[i] = 0;
1406 abort(); 857}
858
859void
860maptile::do_destroy ()
861{
862 attachable::do_destroy ();
863
864 clear ();
865}
866
867/* decay and destroy perishable items in a map */
868void
869maptile::do_decay_objects ()
870{
871 if (!spaces)
872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
876 {
877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
893 {
894 op->stats.dam--;
895 if (op->stats.dam < 0)
896 destroy = 1;
1407 } 897 }
898 else if (op->is_armor ())
899 {
900 op->stats.ac--;
901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
1408 } 931 }
1409#endif
1410} 932}
1411 933
1412/* 934/*
1413 * Frees everything allocated by the given mapstructure. 935 * Updates every button on the map (by calling update_button() for them).
1414 * don't free tmpname - our caller is left to do that
1415 */ 936 */
1416 937void
1417void free_map(mapstruct *m,int flag) { 938maptile::update_buttons ()
1418 int i; 939{
1419 940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1420 if (!m->in_memory) { 941 for (objectlink *ol = obp->link; ol; ol = ol->next)
1421 LOG(llevError,"Trying to free freed map.\n"); 942 {
1422 return; 943 if (!ol->ob)
1423 }
1424 if (flag && m->spaces) free_all_objects(m);
1425 if (m->name) FREE_AND_CLEAR(m->name);
1426 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1427 if (m->msg) FREE_AND_CLEAR(m->msg);
1428 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1429 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1430 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1431 if (m->buttons)
1432 free_objectlinkpt(m->buttons);
1433 m->buttons = NULL;
1434 for (i=0; i<4; i++) {
1435 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1436 m->tile_map[i] = NULL;
1437 }
1438 m->in_memory = MAP_SWAPPED;
1439}
1440
1441/*
1442 * function: vanish mapstruct
1443 * m : pointer to mapstruct, if NULL no action
1444 * this deletes all the data on the map (freeing pointers)
1445 * and then removes this map from the global linked list of maps.
1446 */
1447
1448void delete_map(mapstruct *m) {
1449 mapstruct *tmp, *last;
1450 int i;
1451
1452 if (!m)
1453 return;
1454
1455 m->clear ();
1456
1457 if (m->in_memory == MAP_IN_MEMORY) {
1458 /* change to MAP_SAVING, even though we are not,
1459 * so that remove_ob doesn't do as much work.
1460 */ 944 {
1461 m->in_memory = MAP_SAVING; 945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1462 free_map (m, 1); 946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1463 } 947 continue;
1464 /* move this out of free_map, since tmpname can still be needed if
1465 * the map is swapped out.
1466 */
1467 if (m->tmpname) {
1468 free(m->tmpname);
1469 m->tmpname=NULL;
1470 }
1471 last = NULL;
1472 /* We need to look through all the maps and see if any maps
1473 * are pointing at this one for tiling information. Since
1474 * tiling can be assymetric, we just can not look to see which
1475 * maps this map tiles with and clears those.
1476 */
1477 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478 if (tmp->next == m) last = tmp;
1479
1480 /* This should hopefully get unrolled on a decent compiler */
1481 for (i=0; i<4; i++)
1482 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483 }
1484
1485 /* If last is null, then this should be the first map in the list */
1486 if (!last) {
1487 if (m == first_map)
1488 first_map = m->next;
1489 else
1490 /* m->path is a static char, so should hopefully still have
1491 * some useful data in it.
1492 */
1493 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494 m->path);
1495 }
1496 else
1497 last->next = m->next;
1498
1499 free (m);
1500}
1501
1502
1503
1504/*
1505 * Makes sure the given map is loaded and swapped in.
1506 * name is path name of the map.
1507 * flags meaning:
1508 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509 * and don't do unique items or the like.
1510 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511 * dont do any more name translation on it.
1512 *
1513 * Returns a pointer to the given map.
1514 */
1515
1516mapstruct *ready_map_name(const char *name, int flags) {
1517 mapstruct *m;
1518
1519 if (!name)
1520 return (NULL);
1521
1522 /* Have we been at this level before? */
1523 m = has_been_loaded (name);
1524
1525 /* Map is good to go, so just return it */
1526 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527 return m;
1528 }
1529
1530 /* unique maps always get loaded from their original location, and never
1531 * a temp location. Likewise, if map_flush is set, or we have never loaded
1532 * this map, load it now. I removed the reset checking from here -
1533 * it seems the probability of a player trying to enter a map that should
1534 * reset but hasn't yet is quite low, and removing that makes this function
1535 * a bit cleaner (and players probably shouldn't rely on exact timing for
1536 * resets in any case - if they really care, they should use the 'maps command.
1537 */
1538 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539
1540 /* first visit or time to reset */
1541 if (m) {
1542 clean_tmp_map(m); /* Doesn't make much difference */
1543 delete_map(m);
1544 } 948 }
1545 949
1546 /* create and load a map */ 950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1547 if (flags & MAP_PLAYER_UNIQUE)
1548 LOG(llevDebug, "Trying to load map %s.\n", name);
1549 else
1550 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551
1552 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553 return (NULL);
1554
1555 fix_auto_apply(m); /* Chests which open as default */
1556
1557 /* If a player unique map, no extra unique object file to load.
1558 * if from the editor, likewise.
1559 */ 951 {
1560 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 952 update_button (ol->ob);
1561 load_unique_objects(m); 953 break;
1562
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564 m=load_overlay_map(name, m);
1565 if (m==NULL)
1566 return NULL;
1567 } 954 }
1568
1569 if (flags & MAP_PLAYER_UNIQUE)
1570 INVOKE_MAP (SWAPIN, m);
1571
1572 } else {
1573 /* If in this loop, we found a temporary map, so load it up. */
1574
1575 m=load_temporary_map (m);
1576 if(m==NULL) return NULL;
1577 load_unique_objects(m);
1578
1579 clean_tmp_map(m);
1580 m->in_memory = MAP_IN_MEMORY;
1581 /* tempnam() on sun systems (probably others) uses malloc
1582 * to allocated space for the string. Free it here.
1583 * In some cases, load_temporary_map above won't find the
1584 * temporary map, and so has reloaded a new map. If that
1585 * is the case, tmpname is now null
1586 */
1587 if (m->tmpname) free(m->tmpname);
1588 m->tmpname = NULL;
1589 /* It's going to be saved anew anyway */
1590 } 955 }
1591
1592 /* Below here is stuff common to both first time loaded maps and
1593 * temp maps.
1594 */
1595
1596 decay_objects(m); /* start the decay */
1597 /* In case other objects press some buttons down */
1598 update_buttons(m);
1599 if (m->outdoor)
1600 set_darkness_map(m);
1601 /* run the weather over this map */
1602 weather_effect(name);
1603 return m;
1604} 956}
1605
1606 957
1607/* 958/*
1608 * This routine is supposed to find out the difficulty of the map. 959 * This routine is supposed to find out the difficulty of the map.
1609 * difficulty does not have a lot to do with character level, 960 * difficulty does not have a lot to do with character level,
1610 * but does have a lot to do with treasure on the map. 961 * but does have a lot to do with treasure on the map.
1612 * Difficulty can now be set by the map creature. If the value stored 963 * Difficulty can now be set by the map creature. If the value stored
1613 * in the map is zero, then use this routine. Maps should really 964 * in the map is zero, then use this routine. Maps should really
1614 * have a difficulty set than using this function - human calculation 965 * have a difficulty set than using this function - human calculation
1615 * is much better than this functions guesswork. 966 * is much better than this functions guesswork.
1616 */ 967 */
1617 968int
1618int calculate_difficulty(mapstruct *m) { 969maptile::estimate_difficulty () const
1619 object *op; 970{
1620 archetype *at;
1621 int x, y, i, diff;
1622 long monster_cnt = 0; 971 long monster_cnt = 0;
1623 double avgexp = 0; 972 double avgexp = 0;
1624 sint64 total_exp = 0; 973 sint64 total_exp = 0;
1625 974
1626 if (MAP_DIFFICULTY (m)) 975 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1627 { 976 for (object *op = ms->bot; op; op = op->above)
1628 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1629 return MAP_DIFFICULTY (m);
1630 }
1631
1632 for(x = 0; x < MAP_WIDTH(m); x++)
1633 for(y = 0; y < MAP_HEIGHT(m); y++)
1634 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1635 { 977 {
1636 if(QUERY_FLAG (op, FLAG_MONSTER)) 978 if (QUERY_FLAG (op, FLAG_MONSTER))
1637 { 979 {
1638 total_exp += op->stats.exp; 980 total_exp += op->stats.exp;
1639 monster_cnt++; 981 monster_cnt++;
1640 } 982 }
1641 983
1642 if(QUERY_FLAG (op, FLAG_GENERATOR)) 984 if (QUERY_FLAG (op, FLAG_GENERATOR))
1643 { 985 {
1644 total_exp += op->stats.exp; 986 total_exp += op->stats.exp;
1645 at = type_to_archetype(GENERATE_TYPE (op));
1646 987
1647 if(at != NULL) 988 if (archetype *at = op->other_arch)
989 {
1648 total_exp += at->clone.stats.exp * 8; 990 total_exp += at->stats.exp * 8;
1649
1650 monster_cnt++; 991 monster_cnt++;
1651 } 992 }
993
994 for (object *inv = op->inv; inv; inv = inv->below)
995 {
996 total_exp += op->stats.exp * 8;
997 monster_cnt++;
998 }
1652 } 999 }
1000 }
1653 1001
1654 avgexp = (double) total_exp / monster_cnt; 1002 avgexp = (double) total_exp / monster_cnt;
1655 1003
1656 for (i = 1; i <= settings.max_level; i++) 1004 for (int i = 1; i <= settings.max_level; i++)
1657 {
1658 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1005 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1659 {
1660 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1661 return i; 1006 return i;
1662 }
1663 }
1664 1007
1665 return 1; 1008 return 1;
1666}
1667
1668void clean_tmp_map(mapstruct *m) {
1669 if(m->tmpname == NULL)
1670 return;
1671 INVOKE_MAP (CLEAN, m);
1672 (void) unlink(m->tmpname);
1673}
1674
1675void free_all_maps(void)
1676{
1677 int real_maps=0;
1678
1679 while (first_map) {
1680 /* I think some of the callers above before it gets here set this to be
1681 * saving, but we still want to free this data
1682 */
1683 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1684 delete_map(first_map);
1685 real_maps++;
1686 }
1687 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1688} 1009}
1689 1010
1690/* change_map_light() - used to change map light level (darkness) 1011/* change_map_light() - used to change map light level (darkness)
1691 * up or down. Returns true if successful. It should now be 1012 * up or down. Returns true if successful. It should now be
1692 * possible to change a value by more than 1. 1013 * possible to change a value by more than 1.
1693 * Move this from los.c to map.c since this is more related 1014 * Move this from los.c to map.c since this is more related
1694 * to maps than los. 1015 * to maps than los.
1695 * postive values make it darker, negative make it brighter 1016 * postive values make it darker, negative make it brighter
1696 */ 1017 */
1697 1018int
1698int change_map_light(mapstruct *m, int change) { 1019maptile::change_map_light (int change)
1020{
1699 int new_level = m->darkness + change; 1021 int new_level = darkness + change;
1700 1022
1701 /* Nothing to do */ 1023 /* Nothing to do */
1702 if(!change || (new_level <= 0 && m->darkness == 0) || 1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1703 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1704 return 0; 1025 return 0;
1705 }
1706 1026
1707 /* inform all players on the map */ 1027 /* inform all players on the map */
1708 if (change>0) 1028 if (change > 0)
1709 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1710 else 1030 else
1711 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1712 1032
1713 /* Do extra checking. since m->darkness is a unsigned value, 1033 /* Do extra checking. since darkness is a unsigned value,
1714 * we need to be extra careful about negative values. 1034 * we need to be extra careful about negative values.
1715 * In general, the checks below are only needed if change 1035 * In general, the checks below are only needed if change
1716 * is not +/-1 1036 * is not +/-1
1717 */ 1037 */
1718 if (new_level < 0) m->darkness = 0; 1038 if (new_level < 0)
1719 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1720 else m->darkness=new_level; 1043 darkness = new_level;
1721 1044
1722 /* All clients need to get re-updated for the change */ 1045 /* All clients need to get re-updated for the change */
1723 update_all_map_los(m); 1046 update_all_map_los (this);
1047
1724 return 1; 1048 return 1;
1725} 1049}
1726
1727 1050
1728/* 1051/*
1729 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1730 * on the map (what it looks like, whether it blocks magic, 1053 * on the map (what it looks like, whether it blocks magic,
1731 * has a living creatures, prevents people from passing 1054 * has a living creatures, prevents people from passing
1732 * through, etc) 1055 * through, etc)
1733 */ 1056 */
1734void update_position (mapstruct *m, int x, int y) { 1057void
1735 object *tmp, *last = NULL; 1058mapspace::update_ ()
1736 uint8 flags = 0, oldflags, light=0, anywhere=0; 1059{
1737 New_Face *top,*floor, *middle; 1060 object *last = 0;
1738 object *top_obj, *floor_obj, *middle_obj; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1739 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1740 1063
1741 oldflags = GET_MAP_FLAGS(m,x,y); 1064 //object *middle = 0;
1742 if (!(oldflags & P_NEED_UPDATE)) { 1065 //object *top = 0;
1743 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1066 //object *floor = 0;
1744 m->path, x, y); 1067 // this seems to generate better code than using locals, above
1745 return; 1068 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0;
1071
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1746 } 1073 {
1747
1748 middle=blank_face;
1749 top=blank_face;
1750 floor=blank_face;
1751
1752 middle_obj = NULL;
1753 top_obj = NULL;
1754 floor_obj = NULL;
1755
1756 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1757
1758 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1759 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1760 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1761 * it is a disapation factor that is squared (or is it cubed?) 1077 * it is a dissapation factor that is cubed.
1762 */ 1078 */
1763 if (tmp->glow_radius > light) light = tmp->glow_radius; 1079 light = max (light, tmp->glow_radius);
1764 1080
1765 /* This call is needed in order to update objects the player 1081 /* This call is needed in order to update objects the player
1766 * is standing in that have animations (ie, grass, fire, etc). 1082 * is standing in that have animations (ie, grass, fire, etc).
1767 * However, it also causes the look window to be re-drawn 1083 * However, it also causes the look window to be re-drawn
1768 * 3 times each time the player moves, because many of the 1084 * 3 times each time the player moves, because many of the
1769 * functions the move_player calls eventualy call this. 1085 * functions the move_player calls eventualy call this.
1770 * 1086 *
1771 * Always put the player down for drawing. 1087 * Always put the player down for drawing.
1772 */ 1088 */
1773 if (!tmp->invisible) { 1089 if (!tmp->invisible)
1090 {
1774 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1775 top = tmp->face;
1776 top_obj = tmp; 1092 top = tmp;
1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1094 {
1095 /* If we got a floor, that means middle and top were below it,
1096 * so should not be visible, so we clear them.
1097 */
1098 middle = 0;
1099 top = 0;
1100 floor = tmp;
1777 } 1101 }
1102 /* Flag anywhere have high priority */
1778 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1779 /* If we got a floor, that means middle and top were below it,
1780 * so should not be visible, so we clear them.
1781 */ 1104 {
1782 middle=blank_face; 1105 middle = tmp;
1783 top=blank_face; 1106 anywhere = 1;
1784 floor = tmp->face;
1785 floor_obj = tmp;
1786 } 1107 }
1787 /* Flag anywhere have high priority */ 1108 /* Find the highest visible face around. If equal
1788 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1109 * visibilities, we still want the one nearer to the
1110 * top
1111 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1789 middle = tmp->face; 1113 middle = tmp;
1114 }
1790 1115
1116 if (tmp == tmp->above)
1117 {
1118 LOG (llevError, "Error in structure of map\n");
1119 exit (-1);
1120 }
1121
1122 move_slow |= tmp->move_slow;
1123 move_block |= tmp->move_block;
1124 move_on |= tmp->move_on;
1125 move_off |= tmp->move_off;
1126 move_allow |= tmp->move_allow;
1127
1128 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1129 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1130 if (tmp->type == PLAYER) flags |= P_PLAYER;
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 }
1135
1136 this->light = light;
1137 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on;
1140 this->move_off = move_off;
1141 this->move_slow = move_slow;
1142
1143 /* At this point, we have a floor face (if there is a floor),
1144 * and the floor is set - we are not going to touch it at
1145 * this point.
1146 * middle contains the highest visibility face.
1147 * top contains a player/monster face, if there is one.
1148 *
1149 * We now need to fill in top.face and/or middle.face.
1150 */
1151
1152 /* If the top face also happens to be high visibility, re-do our
1153 * middle face. This should not happen, as we already have the
1154 * else statement above so middle should not get set. OTOH, it
1155 * may be possible for the faces to match but be different objects.
1156 */
1157 if (top == middle)
1158 middle = 0;
1159
1160 /* There are three posibilities at this point:
1161 * 1) top face is set, need middle to be set.
1162 * 2) middle is set, need to set top.
1163 * 3) neither middle or top is set - need to set both.
1164 */
1165
1166 for (object *tmp = last; tmp; tmp = tmp->below)
1167 {
1168 /* Once we get to a floor, stop, since we already have a floor object */
1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1170 break;
1171
1172 /* If two top faces are already set, quit processing */
1173 if (top && middle)
1174 break;
1175
1176 /* Only show visible faces */
1177 if (!tmp->invisible)
1178 {
1179 /* Fill in top if needed */
1180 if (!top)
1181 {
1182 top = tmp;
1183 if (top == middle)
1791 middle_obj = tmp; 1184 middle = 0;
1792 anywhere =1;
1793 } 1185 }
1794 /* Find the highest visible face around. If equal 1186 else
1795 * visibilities, we still want the one nearer to the
1796 * top
1797 */
1798 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1799 middle = tmp->face;
1800 middle_obj = tmp;
1801 } 1187 {
1802 }
1803 if (tmp==tmp->above) {
1804 LOG(llevError, "Error in structure of map\n");
1805 exit (-1);
1806 }
1807
1808 move_slow |= tmp->move_slow;
1809 move_block |= tmp->move_block;
1810 move_on |= tmp->move_on;
1811 move_off |= tmp->move_off;
1812 move_allow |= tmp->move_allow;
1813
1814 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1815 flags |= P_IS_ALIVE;
1816 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1817 flags |= P_NO_MAGIC;
1818 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1819 flags |= P_NO_CLERIC;
1820 if (tmp->type == SAFE_GROUND)
1821 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1822
1823 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1824 flags |= P_BLOCKSVIEW;
1825 } /* for stack of objects */
1826
1827 /* we don't want to rely on this function to have accurate flags, but
1828 * since we're already doing the work, we calculate them here.
1829 * if they don't match, logic is broken someplace.
1830 */
1831 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1832 (!(oldflags & P_NO_ERROR))) {
1833 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1834 m->path, x, y,
1835 (oldflags & ~P_NEED_UPDATE), flags);
1836 }
1837 SET_MAP_FLAGS(m, x, y, flags);
1838 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1839 SET_MAP_MOVE_ON(m, x, y, move_on);
1840 SET_MAP_MOVE_OFF(m, x, y, move_off);
1841 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1842
1843 /* At this point, we have a floor face (if there is a floor),
1844 * and the floor is set - we are not going to touch it at
1845 * this point.
1846 * middle contains the highest visibility face.
1847 * top contains a player/monster face, if there is one.
1848 *
1849 * We now need to fill in top.face and/or middle.face.
1850 */
1851
1852 /* If the top face also happens to be high visibility, re-do our
1853 * middle face. This should not happen, as we already have the
1854 * else statement above so middle should not get set. OTOH, it
1855 * may be possible for the faces to match but be different objects.
1856 */
1857 if (top == middle) middle=blank_face;
1858
1859 /* There are three posibilities at this point:
1860 * 1) top face is set, need middle to be set.
1861 * 2) middle is set, need to set top.
1862 * 3) neither middle or top is set - need to set both.
1863 */
1864
1865 for (tmp=last; tmp; tmp=tmp->below) {
1866 /* Once we get to a floor, stop, since we already have a floor object */
1867 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1868
1869 /* If two top faces are already set, quit processing */
1870 if ((top != blank_face) && (middle != blank_face)) break;
1871
1872 /* Only show visible faces, unless its the editor - show all */
1873 if (!tmp->invisible || editor) {
1874 /* Fill in top if needed */
1875 if (top == blank_face) {
1876 top = tmp->face;
1877 top_obj = tmp;
1878 if (top == middle) middle=blank_face;
1879 } else {
1880 /* top is already set - we should only get here if 1188 /* top is already set - we should only get here if
1881 * middle is not set 1189 * middle is not set
1882 * 1190 *
1883 * Set the middle face and break out, since there is nothing 1191 * Set the middle face and break out, since there is nothing
1884 * more to fill in. We don't check visiblity here, since 1192 * more to fill in. We don't check visiblity here, since
1885 * 1193 *
1886 */ 1194 */
1887 if (tmp->face != top ) { 1195 if (tmp != top)
1888 middle = tmp->face; 1196 {
1889 middle_obj = tmp; 1197 middle = tmp;
1890 break; 1198 break;
1891 } 1199 }
1892 } 1200 }
1893 } 1201 }
1894 } 1202 }
1895 if (middle == floor) middle = blank_face;
1896 if (top == middle) middle = blank_face;
1897 SET_MAP_FACE(m,x,y,top,0);
1898 if(top != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1902 SET_MAP_FACE(m,x,y,middle,1);
1903 if(middle != blank_face)
1904 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1905 else
1906 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1907 SET_MAP_FACE(m,x,y,floor,2);
1908 if(floor != blank_face)
1909 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1910 else
1911 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1912 SET_MAP_LIGHT(m,x,y,light);
1913}
1914 1203
1204 if (middle == floor)
1205 middle = 0;
1915 1206
1916void set_map_reset_time(mapstruct *map) { 1207 if (top == middle)
1917 int timeout; 1208 middle = 0;
1918 1209
1919 timeout = MAP_RESET_TIMEOUT(map); 1210#if 0
1920 if (timeout <= 0) 1211 faces_obj [0] = top;
1921 timeout = MAP_DEFAULTRESET; 1212 faces_obj [1] = middle;
1922 if (timeout >= MAP_MAXRESET) 1213 faces_obj [2] = floor;
1923 timeout = MAP_MAXRESET; 1214#endif
1924 MAP_WHEN_RESET(map) = seconds()+timeout;
1925} 1215}
1926 1216
1927/* this updates the orig_map->tile_map[tile_num] value after loading 1217uint64
1928 * the map. It also takes care of linking back the freshly loaded 1218mapspace::volume () const
1929 * maps tile_map values if it tiles back to this one. It returns
1930 * the value of orig_map->tile_map[tile_num]. It really only does this
1931 * so that it is easier for calling functions to verify success.
1932 */
1933
1934static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1935{ 1219{
1936 int dest_tile = (tile_num +2) % 4; 1220 uint64 vol = 0;
1937 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1938 1221
1939 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1223 vol += op->volume ();
1940 1224
1941 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1225 return vol;
1942 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1226}
1943 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1944 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1945 1227
1946 return orig_map->tile_map[tile_num]; 1228bool
1229maptile::tile_available (int dir, bool load)
1230{
1231 if (!tile_path[dir])
1232 return 0;
1233
1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1235 return 1;
1236
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1;
1239
1240 return 0;
1947} 1241}
1948 1242
1949/* this returns TRUE if the coordinates (x,y) are out of 1243/* this returns TRUE if the coordinates (x,y) are out of
1950 * map m. This function also takes into account any 1244 * map m. This function also takes into account any
1951 * tiling considerations, loading adjacant maps as needed. 1245 * tiling considerations, loading adjacant maps as needed.
1952 * This is the function should always be used when it 1246 * This is the function should always be used when it
1953 * necessary to check for valid coordinates. 1247 * necessary to check for valid coordinates.
1954 * This function will recursively call itself for the 1248 * This function will recursively call itself for the
1955 * tiled maps. 1249 * tiled maps.
1956 * 1250 */
1957 * 1251int
1958 */
1959int out_of_map(mapstruct *m, int x, int y) 1252out_of_map (maptile *m, int x, int y)
1960{ 1253{
1961
1962 /* If we get passed a null map, this is obviously the 1254 /* If we get passed a null map, this is obviously the
1963 * case. This generally shouldn't happen, but if the 1255 * case. This generally shouldn't happen, but if the
1964 * map loads fail below, it could happen. 1256 * map loads fail below, it could happen.
1965 */ 1257 */
1966 if (!m) return 0; 1258 if (!m)
1967
1968 if (x<0) {
1969 if (!m->tile_path[3]) return 1;
1970 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 3);
1972 }
1973 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1974 }
1975 if (x>=MAP_WIDTH(m)) {
1976 if (!m->tile_path[1]) return 1;
1977 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 1);
1979 }
1980 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1981 }
1982 if (y<0) {
1983 if (!m->tile_path[0]) return 1;
1984 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 0);
1986 }
1987 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1988 }
1989 if (y>=MAP_HEIGHT(m)) {
1990 if (!m->tile_path[2]) return 1;
1991 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 2);
1993 }
1994 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1995 }
1996
1997 /* Simple case - coordinates are within this local
1998 * map.
1999 */
2000 return 0; 1259 return 0;
1260
1261 if (x < 0)
1262 {
1263 if (!m->tile_available (3))
1264 return 1;
1265
1266 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1267 }
1268
1269 if (x >= m->width)
1270 {
1271 if (!m->tile_available (1))
1272 return 1;
1273
1274 return out_of_map (m->tile_map[1], x - m->width, y);
1275 }
1276
1277 if (y < 0)
1278 {
1279 if (!m->tile_available (0))
1280 return 1;
1281
1282 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1283 }
1284
1285 if (y >= m->height)
1286 {
1287 if (!m->tile_available (2))
1288 return 1;
1289
1290 return out_of_map (m->tile_map[2], x, y - m->height);
1291 }
1292
1293 /* Simple case - coordinates are within this local
1294 * map.
1295 */
1296 return 0;
2001} 1297}
2002 1298
2003/* This is basically the same as out_of_map above, but 1299/* This is basically the same as out_of_map above, but
2004 * instead we return NULL if no map is valid (coordinates 1300 * instead we return NULL if no map is valid (coordinates
2005 * out of bounds and no tiled map), otherwise it returns 1301 * out of bounds and no tiled map), otherwise it returns
2006 * the map as that the coordinates are really on, and 1302 * the map as that the coordinates are really on, and
2007 * updates x and y to be the localized coordinates. 1303 * updates x and y to be the localised coordinates.
2008 * Using this is more efficient of calling out_of_map 1304 * Using this is more efficient of calling out_of_map
2009 * and then figuring out what the real map is 1305 * and then figuring out what the real map is
2010 */ 1306 */
2011mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1307maptile *
1308maptile::xy_find (sint16 &x, sint16 &y)
2012{ 1309{
2013 1310 if (x < 0)
2014 if (*x<0) {
2015 if (!m->tile_path[3]) return NULL;
2016 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2017 load_and_link_tiled_map(m, 3);
2018
2019 *x += MAP_WIDTH(m->tile_map[3]);
2020 return (get_map_from_coord(m->tile_map[3], x, y));
2021 } 1311 {
2022 if (*x>=MAP_WIDTH(m)) { 1312 if (!tile_available (3))
2023 if (!m->tile_path[1]) return NULL; 1313 return 0;
2024 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2025 load_and_link_tiled_map(m, 1);
2026 1314
2027 *x -= MAP_WIDTH(m); 1315 x += tile_map[3]->width;
2028 return (get_map_from_coord(m->tile_map[1], x, y)); 1316 return tile_map[3]->xy_find (x, y);
1317 }
1318
1319 if (x >= width)
2029 } 1320 {
2030 if (*y<0) { 1321 if (!tile_available (1))
2031 if (!m->tile_path[0]) return NULL; 1322 return 0;
2032 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 0);
2034 1323
2035 *y += MAP_HEIGHT(m->tile_map[0]); 1324 x -= width;
2036 return (get_map_from_coord(m->tile_map[0], x, y)); 1325 return tile_map[1]->xy_find (x, y);
1326 }
1327
1328 if (y < 0)
2037 } 1329 {
2038 if (*y>=MAP_HEIGHT(m)) { 1330 if (!tile_available (0))
2039 if (!m->tile_path[2]) return NULL; 1331 return 0;
2040 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 2);
2042 1332
2043 *y -= MAP_HEIGHT(m); 1333 y += tile_map[0]->height;
2044 return (get_map_from_coord(m->tile_map[2], x, y)); 1334 return tile_map[0]->xy_find (x, y);
1335 }
1336
1337 if (y >= height)
2045 } 1338 {
1339 if (!tile_available (2))
1340 return 0;
2046 1341
1342 y -= height;
1343 return tile_map[2]->xy_find (x, y);
1344 }
1345
2047 /* Simple case - coordinates are within this local 1346 /* Simple case - coordinates are within this local
2048 * map. 1347 * map.
2049 */ 1348 */
2050 1349 return this;
2051 return m;
2052} 1350}
2053 1351
2054/** 1352/**
2055 * Return whether map2 is adjacent to map1. If so, store the distance from 1353 * Return whether map2 is adjacent to map1. If so, store the distance from
2056 * map1 to map2 in dx/dy. 1354 * map1 to map2 in dx/dy.
2057 */ 1355 */
1356int
2058static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1357adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1358{
2059 if (!map1 || !map2) 1359 if (!map1 || !map2)
2060 return 0; 1360 return 0;
2061 1361
1362 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1363 //fix: compare paths instead (this is likely faster, too!)
2062 if (map1 == map2) { 1364 if (map1 == map2)
1365 {
2063 *dx = 0; 1366 *dx = 0;
2064 *dy = 0; 1367 *dy = 0;
2065 1368 }
2066 } else if (map1->tile_map[0] == map2) { /* up */ 1369 else if (map1->tile_map[0] == map2)
1370 { /* up */
2067 *dx = 0; 1371 *dx = 0;
2068 *dy = -MAP_HEIGHT(map2); 1372 *dy = -map2->height;
1373 }
2069 } else if (map1->tile_map[1] == map2) { /* right */ 1374 else if (map1->tile_map[1] == map2)
2070 *dx = MAP_WIDTH(map1); 1375 { /* right */
1376 *dx = map1->width;
2071 *dy = 0; 1377 *dy = 0;
1378 }
2072 } else if (map1->tile_map[2] == map2) { /* down */ 1379 else if (map1->tile_map[2] == map2)
1380 { /* down */
2073 *dx = 0; 1381 *dx = 0;
2074 *dy = MAP_HEIGHT(map1); 1382 *dy = map1->height;
1383 }
2075 } else if (map1->tile_map[3] == map2) { /* left */ 1384 else if (map1->tile_map[3] == map2)
2076 *dx = -MAP_WIDTH(map2); 1385 { /* left */
1386 *dx = -map2->width;
2077 *dy = 0; 1387 *dy = 0;
2078 1388 }
2079 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1389 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1390 { /* up right */
2080 *dx = MAP_WIDTH(map1->tile_map[0]); 1391 *dx = map1->tile_map[0]->width;
2081 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1392 *dy = -map1->tile_map[0]->height;
1393 }
2082 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1394 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1395 { /* up left */
2084 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1396 *dx = -map2->width;
1397 *dy = -map1->tile_map[0]->height;
1398 }
2085 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1399 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2086 *dx = MAP_WIDTH(map1); 1400 { /* right up */
2087 *dy = -MAP_HEIGHT(map2); 1401 *dx = map1->width;
1402 *dy = -map2->height;
1403 }
2088 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1404 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2089 *dx = MAP_WIDTH(map1); 1405 { /* right down */
2090 *dy = MAP_HEIGHT(map1->tile_map[1]); 1406 *dx = map1->width;
1407 *dy = map1->tile_map[1]->height;
1408 }
2091 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1409 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1410 { /* down right */
2092 *dx = MAP_WIDTH(map1->tile_map[2]); 1411 *dx = map1->tile_map[2]->width;
2093 *dy = MAP_HEIGHT(map1); 1412 *dy = map1->height;
1413 }
2094 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1414 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2095 *dx = -MAP_WIDTH(map2); 1415 { /* down left */
2096 *dy = MAP_HEIGHT(map1); 1416 *dx = -map2->width;
1417 *dy = map1->height;
1418 }
2097 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1419 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1420 { /* left up */
2098 *dx = -MAP_WIDTH(map1->tile_map[3]); 1421 *dx = -map1->tile_map[3]->width;
2099 *dy = -MAP_HEIGHT(map2); 1422 *dy = -map2->height;
1423 }
2100 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1424 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1425 { /* left down */
2101 *dx = -MAP_WIDTH(map1->tile_map[3]); 1426 *dx = -map1->tile_map[3]->width;
2102 *dy = MAP_HEIGHT(map1->tile_map[3]); 1427 *dy = map1->tile_map[3]->height;
2103
2104 } else { /* not "adjacent" enough */
2105 return 0;
2106 } 1428 }
2107 1429 else
2108 return 1; 1430 return 0;
1431
1432 return 1;
1433}
1434
1435maptile *
1436maptile::xy_load (sint16 &x, sint16 &y)
1437{
1438 maptile *map = xy_find (x, y);
1439
1440 if (map)
1441 map->load_sync ();
1442
1443 return map;
1444}
1445
1446maptile *
1447get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1448{
1449 return m->xy_load (*x, *y);
2109} 1450}
2110 1451
2111/* From map.c 1452/* From map.c
2112 * This is used by get_player to determine where the other 1453 * This is used by get_player to determine where the other
2113 * creature is. get_rangevector takes into account map tiling, 1454 * creature is. get_rangevector takes into account map tiling,
2114 * so you just can not look the the map coordinates and get the 1455 * so you just can not look the the map coordinates and get the
2115 * righte value. distance_x/y are distance away, which 1456 * righte value. distance_x/y are distance away, which
2116 * can be negativbe. direction is the crossfire direction scheme 1457 * can be negative. direction is the crossfire direction scheme
2117 * that the creature should head. part is the part of the 1458 * that the creature should head. part is the part of the
2118 * monster that is closest. 1459 * monster that is closest.
2119 * 1460 *
2120 * get_rangevector looks at op1 and op2, and fills in the 1461 * get_rangevector looks at op1 and op2, and fills in the
2121 * structure for op1 to get to op2. 1462 * structure for op1 to get to op2.
2126 * be unexpected 1467 * be unexpected
2127 * 1468 *
2128 * currently, the only flag supported (0x1) is don't translate for 1469 * currently, the only flag supported (0x1) is don't translate for
2129 * closest body part of 'op1' 1470 * closest body part of 'op1'
2130 */ 1471 */
2131 1472void
2132void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1473get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1474{
2133 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1475 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1476 {
2134 /* be conservative and fill in _some_ data */ 1477 /* be conservative and fill in _some_ data */
2135 retval->distance = 100000; 1478 retval->distance = 10000;
2136 retval->distance_x = 32767; 1479 retval->distance_x = 10000;
2137 retval->distance_y = 32767; 1480 retval->distance_y = 10000;
2138 retval->direction = 0; 1481 retval->direction = 0;
2139 retval->part = 0; 1482 retval->part = 0;
2140 } else { 1483 }
1484 else
1485 {
2141 object *best; 1486 object *best;
2142 1487
2143 retval->distance_x += op2->x-op1->x; 1488 retval->distance_x += op2->x - op1->x;
2144 retval->distance_y += op2->y-op1->y; 1489 retval->distance_y += op2->y - op1->y;
2145 1490
2146 best = op1; 1491 best = op1;
2147 /* If this is multipart, find the closest part now */ 1492 /* If this is multipart, find the closest part now */
2148 if (!(flags&0x1) && op1->more) { 1493 if (!(flags & 0x1) && op1->more)
2149 object *tmp; 1494 {
2150 int best_distance = retval->distance_x*retval->distance_x+ 1495 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2151 retval->distance_y*retval->distance_y, tmpi;
2152 1496
2153 /* we just take the offset of the piece to head to figure 1497 /* we just take the offset of the piece to head to figure
2154 * distance instead of doing all that work above again 1498 * distance instead of doing all that work above again
2155 * since the distance fields we set above are positive in the 1499 * since the distance fields we set above are positive in the
2156 * same axis as is used for multipart objects, the simply arithmetic 1500 * same axis as is used for multipart objects, the simply arithmetic
2157 * below works. 1501 * below works.
2158 */ 1502 */
2159 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1503 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1504 {
2160 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1505 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2161 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1506 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2162 if (tmpi < best_distance) { 1507 if (tmpi < best_distance)
1508 {
2163 best_distance = tmpi; 1509 best_distance = tmpi;
2164 best = tmp; 1510 best = tmp;
2165 } 1511 }
2166 } 1512 }
1513
2167 if (best != op1) { 1514 if (best != op1)
1515 {
2168 retval->distance_x += op1->x-best->x; 1516 retval->distance_x += op1->x - best->x;
2169 retval->distance_y += op1->y-best->y; 1517 retval->distance_y += op1->y - best->y;
2170 } 1518 }
2171 } 1519 }
1520
2172 retval->part = best; 1521 retval->part = best;
2173 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2174 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2175 } 1524 }
2176} 1525}
2177 1526
2178/* this is basically the same as get_rangevector above, but instead of 1527/* this is basically the same as get_rangevector above, but instead of
2179 * the first parameter being an object, it instead is the map 1528 * the first parameter being an object, it instead is the map
2183 * flags has no meaning for this function at this time - I kept it in to 1532 * flags has no meaning for this function at this time - I kept it in to
2184 * be more consistant with the above function and also in case they are needed 1533 * be more consistant with the above function and also in case they are needed
2185 * for something in the future. Also, since no object is pasted, the best 1534 * for something in the future. Also, since no object is pasted, the best
2186 * field of the rv_vector is set to NULL. 1535 * field of the rv_vector is set to NULL.
2187 */ 1536 */
2188 1537void
2189void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1538get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1539{
2190 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1540 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1541 {
2191 /* be conservative and fill in _some_ data */ 1542 /* be conservative and fill in _some_ data */
2192 retval->distance = 100000; 1543 retval->distance = 100000;
2193 retval->distance_x = 32767; 1544 retval->distance_x = 32767;
2194 retval->distance_y = 32767; 1545 retval->distance_y = 32767;
2195 retval->direction = 0; 1546 retval->direction = 0;
2196 retval->part = 0; 1547 retval->part = 0;
2197 } else { 1548 }
1549 else
1550 {
2198 retval->distance_x += op2->x-x; 1551 retval->distance_x += op2->x - x;
2199 retval->distance_y += op2->y-y; 1552 retval->distance_y += op2->y - y;
2200 1553
2201 retval->part = NULL; 1554 retval->part = NULL;
2202 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1555 retval->distance = idistance (retval->distance_x, retval->distance_y);
2203 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2204 } 1557 }
2205} 1558}
2206 1559
2207/* Returns true of op1 and op2 are effectively on the same map 1560/* Returns true of op1 and op2 are effectively on the same map
2208 * (as related to map tiling). Note that this looks for a path from 1561 * (as related to map tiling). Note that this looks for a path from
2209 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1562 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2210 * to op1, this will still return false. 1563 * to op1, this will still return false.
2211 * Note we only look one map out to keep the processing simple 1564 * Note we only look one map out to keep the processing simple
2212 * and efficient. This could probably be a macro. 1565 * and efficient. This could probably be a macro.
2213 * MSW 2001-08-05 1566 * MSW 2001-08-05
2214 */ 1567 */
1568int
2215int on_same_map(const object *op1, const object *op2) { 1569on_same_map (const object *op1, const object *op2)
1570{
2216 int dx, dy; 1571 int dx, dy;
2217 1572
2218 return adjacent_map(op1->map, op2->map, &dx, &dy); 1573 return adjacent_map (op1->map, op2->map, &dx, &dy);
2219} 1574}
1575
1576object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{
1579 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1580}
1581
1582region *
1583maptile::region (int x, int y) const
1584{
1585 if (regions
1586 && regionmap
1587 && !OUT_OF_REAL_MAP (this, x, y))
1588 if (struct region *reg = regionmap [regions [y * width + x]])
1589 return reg;
1590
1591 if (default_region)
1592 return default_region;
1593
1594 return ::region::default_region ();
1595}
1596
1597/* picks a random object from a style map.
1598 */
1599object *
1600maptile::pick_random_object (rand_gen &gen) const
1601{
1602 /* while returning a null object will result in a crash, that
1603 * is actually preferable to an infinite loop. That is because
1604 * most servers will automatically restart in case of crash.
1605 * Change the logic on getting the random space - shouldn't make
1606 * any difference, but this seems clearer to me.
1607 */
1608 for (int i = 1000; --i;)
1609 {
1610 object *pick = at (gen (width), gen (height)).bot;
1611
1612 // do not prefer big monsters just because they are big.
1613 if (pick && pick->is_head ())
1614 return pick->head_ ();
1615 }
1616
1617 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug");
1619}
1620
1621void
1622maptile::play_sound (faceidx sound, int x, int y) const
1623{
1624 if (!sound)
1625 return;
1626
1627 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns)
1630 {
1631 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y;
1633
1634 int distance = idistance (dx, dy);
1635
1636 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy);
1638 }
1639}
1640

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