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Comparing deliantra/server/common/map.C (file contents):
Revision 1.11 by root, Mon Aug 28 16:12:59 2006 UTC vs.
Revision 1.144 by root, Mon Jul 14 16:42:48 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 1.11 2006/08/28 16:12:59 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 */
37 25
26#include "global.h"
27#include "loader.h"
38#include "path.h" 28#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1);
188 if (!S_ISREG (statbuf.st_mode))
189 return (-1);
190
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4;
195
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2;
200
201 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241}
242 29
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
246 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
248 * by a P_NEW_MAP value, another call to get_map_from_coord 35 * by a P_NEW_MAP value, another call to get_map_from_coord
249 * is needed. The case of not passing values is if we're just 36 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 37 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 38 * don't expect to insert/remove anything from those spaces.
252 */ 39 */
40int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 41get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 42{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 43 sint16 newx = x;
261 newy = y; 44 sint16 newy = y;
45
262 mp = get_map_from_coord(oldmap, &newx, &newy); 46 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 47
264 retval |= P_NEW_MAP; 48 if (!mp)
49 return P_OUT_OF_MAP;
50
265 if (newmap) *newmap = mp; 51 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 52 if (nx) *nx = newx;
267 if (ny) *ny = newy; 53 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 54
270 if (retval & P_SAFE) 55 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 56}
275
276 57
277/* 58/*
278 * Returns true if the given coordinate is blocked except by the 59 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 60 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 61 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 65 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 66 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 67 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 68 * by the caller.
288 */ 69 */
289 70int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 71blocked_link (object *ob, maptile *m, int sx, int sy)
72{
291 object *tmp; 73 object *tmp;
292 int mflags, blocked; 74 int mflags, blocked;
293 75
294 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 77 * have already checked this.
296 */ 78 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 82 return 1;
300 } 83 }
301 84
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 86 * directly.
304 */ 87 */
305 mflags = m->spaces[sx + m->width * sy].flags; 88 mflags = m->at (sx, sy).flags ();
306 89
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 91
309 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 94 * things we need to do for players.
312 */ 95 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
314 98
315 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
321 */ 105 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
323 108
324 if(ob->head != NULL) 109 ob = ob->head_ ();
325 ob=ob->head;
326 110
327 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
331 */ 115 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 {
333 118
334 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
336 /* If last_sp is set, the player/monster needs an object, 122 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't 123 * so we check for it. If they don't have it, they can't
338 * pass through this space. 124 * pass through this space.
339 */ 125 */
340 if (tmp->last_sp) { 126 if (tmp->last_sp)
127 {
341 if (check_inv_recursive(ob,tmp)==NULL) 128 if (check_inv_recursive (ob, tmp) == NULL)
342 return 1; 129 return 1;
343 else 130 else
344 continue; 131 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 } 132 }
354 } /* if check_inv */
355 else { 133 else
134 {
135 /* In this case, the player must not have the object -
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else
145 {
356 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
358 * movement, can't move here. 148 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
360 * hidden dm 150 * hidden dm
361 */ 151 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 152 if (OB_MOVE_BLOCK (ob, tmp))
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1; 153 return 1;
154
155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1;
366 } 161 }
367 162
368 } 163 }
369 return 0; 164 return 0;
370} 165}
371
372 166
373/* 167/*
374 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
379 * 173 *
380 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
381 * 175 *
382 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
394 * 188 *
395 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
397 * against the move_block values. 191 * against the move_block values.
398 */ 192 */
399 193bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 194object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 195{
402 int flag; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
413 199
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 200 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 201 return 1;
416 202
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 203 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 204
420 /* find_first_free_spot() calls this function. However, often 205 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 206 return 1;
207
208 /* However, often ob doesn't have any move type
209 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 211 */
212 if (!move_type && ms.move_block != MOVE_ALL)
213 continue;
424 214
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
429 */ 217 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 218 if (ms.blocks (move_type))
431 return AB_NO_PASS; 219 return 1;
432
433 } 220 }
221
434 return 0; 222 return 0;
435} 223}
436 224
437/* When the map is loaded, load_object does not actually insert objects 225/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 226 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 227 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 228 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 229 * This is needed so that we can update the containers weight.
442 */ 230 */
443 231void
444void fix_container(object *container) 232fix_container (object *container)
445{ 233{
446 object *tmp=container->inv, *next; 234 object *tmp = container->inv, *next;
447 235
448 container->inv=NULL; 236 container->inv = 0;
449 while (tmp!=NULL) { 237 while (tmp)
238 {
450 next = tmp->below; 239 next = tmp->below;
451 if (tmp->inv) 240 if (tmp->inv)
452 fix_container(tmp); 241 fix_container (tmp);
242
453 (void) insert_ob_in_ob(tmp,container); 243 insert_ob_in_ob (tmp, container);
454 tmp = next; 244 tmp = next;
455 } 245 }
246
456 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
457 * carrying. 248 //TODO: remove
458 */ 249 container->update_weight ();
459 sum_weight(container); 250}
251
252void
253maptile::set_object_flag (int flag, int value)
254{
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
460} 274}
461 275
462/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 280 */
468 281void
469static void link_multipart_objects(mapstruct *m) 282maptile::link_multipart_objects ()
470{ 283{
471 int x,y; 284 if (!spaces)
472 object *tmp, *op, *last, *above; 285 return;
473 archetype *at;
474 286
475 for(x=0;x<MAP_WIDTH(m);x++) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 288 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 289 object *op = ms->bot;
478 above=tmp->above; 290 while (op)
479 291 {
480 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 293 if (op->head_ () == op && !op->more && op->arch->more)
482
483 /* If there is nothing more to this object, this for loop
484 * won't do anything.
485 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511}
512
513 294 {
295 op->remove ();
296 op->expand_tail ();
297
298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
305 }
306 else
307 op = op->above;
308 }
309 }
310}
514 311
515/* 312/*
516 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 314 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */ 315 */
316bool
317maptile::_load_objects (object_thawer &f)
318{
319 for (;;)
320 {
321 coroapi::cede_to_tick (); // cede once in a while
520 322
521void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 323 switch (f.kw)
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i = load_object (fp, op, bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 324 {
534 bufstate = LO_REPEAT; 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
535 331
536 /* if the archetype for the object is null, means that we 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
537 * got an invalid object. Don't do anything with it - the game 333 {
538 * or editor will not be able to do anything with it either. 334 // we insert manually because
539 */ 335 // a) its way faster
540 if (op->arch==NULL) { 336 // b) we remove manually, too, and there are good reasons for that
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
542 continue; 360 continue;
543 }
544 361
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE: 362 case KW_EOF:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
563 op->head=prev,last_more->more=op,last_more=op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
564 break; 368 break;
565 } 369 }
566 if (mapflags & MAP_STYLE) { 370
567 remove_from_active_list(op); 371 f.next ();
372 }
373
374 return true;
375}
376
377void
378maptile::activate ()
379{
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384}
385
386void
387maptile::deactivate ()
388{
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393}
394
395bool
396maptile::_save_objects (object_freezer &f, int flags)
397{
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
568 } 424 }
569 op=get_object();
570 op->map = m;
571 } 425 }
572 for (i=0;i<m->width;i++){
573 for (j=0;j<m->height;j++){
574 unique =0;
575 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1;
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581 }
582 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 426
588/* This saves all the objects on the map in a non destructive fashion. 427 coroapi::cede_to_tick ();
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 428
590 * and we only save the head of multi part objects - this is needed 429 return true;
591 * in order to do map tiling properly. 430}
431
432bool
433maptile::_save_objects (const char *path, int flags)
434{
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441}
442
443maptile::maptile ()
444{
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
592 */ 449 */
593void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 450 width = 16;
594 int i, j = 0,unique=0; 451 height = 16;
595 object *op; 452 timeout = 300;
596 /* first pass - save one-part objects */ 453 max_nrof = 1000; // 1000 items of anything
597 for(i = 0; i < MAP_WIDTH(m); i++) 454 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 455}
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 456
604 if(op->type == PLAYER) { 457maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 458{
606 continue; 459 in_memory = MAP_SWAPPED;
607 }
608 460
609 if (op->head || op->owner) 461 width = w;
610 continue; 462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
611 467
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 468 alloc ();
613 save_object (fp2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 469}
623 470
624/* 471/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 472 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 473 * This basically allocates the dynamic array of spaces for the
662 * map. 474 * map.
663 */ 475 */
664 476void
665void allocate_map(mapstruct *m) { 477maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 478{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 479 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 480 return;
481
482 spaces = salloc0<mapspace> (size ());
692} 483}
693 484
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 485/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 486 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 487 * at a later date.
697 * Called by parse_map_headers below. 488 * Called by parse_map_headers below.
698 */ 489 */
699 490static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 491parse_shop_string (const char *input_string)
492{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 494 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 495 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 496 const typedata *current_type;
705 497
706 shop_string=strdup_local(input_string); 498 shop_string = strdup (input_string);
707 p=shop_string; 499 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 500 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 501 while (p)
502 {
710 p=strchr(p, ';'); 503 p = strchr (p, ';');
711 number_of_entries++; 504 number_of_entries++;
712 if (p) p++; 505 if (p)
506 p++;
713 } 507 }
508
714 p=shop_string; 509 p = shop_string;
715 strip_endline(p); 510 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 511 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 512 for (i = 0; i < number_of_entries; i++)
513 {
719 if (!p) { 514 if (!p)
515 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 517 break;
722 } 518 }
519
723 next_semicolon=strchr(p, ';'); 520 next_semicolon = strchr (p, ';');
724 next_colon=strchr(p, ':'); 521 next_colon = strchr (p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1); 524 items[i].strength = atoi (strchr (p, ':') + 1);
525
526 if (isdigit (*p) || *p == '*')
728 527 {
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 528 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum); 529 current_type = get_typedata (items[i].typenum);
732 if (current_type) { 530 if (current_type)
531 {
733 items[i].name=current_type->name; 532 items[i].name = current_type->name;
734 items[i].name_pl=current_type->name_pl; 533 items[i].name_pl = current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 } 534 }
753 } 535 }
536 else
537 { /*we have a named type, let's figure out what it is */
538 q = strpbrk (p, ";:");
539 if (q)
540 *q = '\0';
541
542 current_type = get_typedata_by_name (p);
543 if (current_type)
544 {
545 items[i].name = current_type->name;
546 items[i].typenum = current_type->number;
547 items[i].name_pl = current_type->name_pl;
548 }
549 else
550 { /* oh uh, something's wrong, let's free up this one, and try
551 * the next entry while we're at it, better print a warning
552 */
553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554 }
555 }
556
754 items[i].index=number_of_entries; 557 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 558 if (next_semicolon)
559 p = ++next_semicolon;
560 else
756 else p=NULL; 561 p = NULL;
757 } 562 }
563
758 free(shop_string); 564 free (shop_string);
759 return items; 565 return items;
760} 566}
761 567
762/* opposite of parse string, this puts the string that was originally fed in to 568/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 569 * the map (or something equivilent) into output_string. */
570static void
764static void print_shop_string(mapstruct *m, char *output_string) { 571print_shop_string (maptile *m, char *output_string)
572{
765 int i; 573 int i;
766 char tmp[MAX_BUF]; 574 char tmp[MAX_BUF];
575
767 strcpy(output_string, ""); 576 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 577 for (i = 0; i < m->shopitems[0].index; i++)
578 {
769 if (m->shopitems[i].typenum) { 579 if (m->shopitems[i].typenum)
580 {
770 if (m->shopitems[i].strength) { 581 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 583 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 584 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 585 }
775 else { 586 else
587 {
776 if (m->shopitems[i].strength) { 588 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 590 else
779 else sprintf(tmp, "*"); 591 sprintf (tmp, "*");
780 } 592 }
593
781 strcat(output_string, tmp); 594 strcat (output_string, tmp);
782 } 595 }
783} 596}
784 597
785/* This loads the header information of the map. The header 598/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 599 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 603 * put all the stuff in the map object so that names actually make
791 * sense. 604 * sense.
792 * This could be done in lex (like the object loader), but I think 605 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 606 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 607 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 608 */
797 609bool
798static int load_map_header(object_thawer &fp, mapstruct *m) 610maptile::_load_header (object_thawer &thawer)
799{ 611{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 612 for (;;)
801 int msgpos=0; 613 {
802 int maplorepos=0; 614 switch (thawer.kw)
803
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805 buf[HUGE_BUF-1] = 0;
806 key = buf;
807 while (isspace(*key)) key++;
808 if (*key == 0) continue; /* empty line */
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 } 615 {
828 if (!end) { 616 case KW_msg:
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 617 thawer.get_ml (KW_endmsg, msg);
830 buf); 618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
831 return 1; 684 return true;
832 }
833
834 685
835 /* key is the field name, value is what it should be set 686 default:
836 * to. We've already done the work to null terminate key, 687 if (!thawer.parse_error ("map", 0))
837 * and strip off any leading spaces for both of these. 688 return false;
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break; 689 break;
881 } 690 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"oid")) {
899 fp.get (m, atoi(value));
900 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
901 m->enter_x = atoi(value);
902 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
903 m->enter_y = atoi(value);
904 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
905 m->width = atoi(value);
906 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
907 m->height = atoi(value);
908 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
909 m->reset_timeout = atoi(value);
910 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
911 m->timeout = atoi(value);
912 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
913 m->difficulty = atoi(value);
914 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
915 m->darkness = atoi(value);
916 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
917 m->fixed_resettime = atoi(value);
918 } else if (!strcmp(key,"unique")) {
919 m->unique = atoi(value);
920 } else if (!strcmp(key,"template")) {
921 m->templatemap = atoi(value);
922 } else if (!strcmp(key,"region")) {
923 m->region = get_region_by_name(value);
924 } else if (!strcmp(key,"shopitems")) {
925 *end=0;
926 m->shopitems = parse_shop_string(value);
927 } else if (!strcmp(key,"shopgreed")) {
928 m->shopgreed = atof(value);
929 } else if (!strcmp(key,"shopmin")) {
930 m->shopmin = atol(value);
931 } else if (!strcmp(key,"shopmax")) {
932 m->shopmax = atol(value);
933 } else if (!strcmp(key,"shoprace")) {
934 *end=0;
935 m->shoprace = strdup_local(value);
936 } else if (!strcmp(key,"outdoor")) {
937 m->outdoor = atoi(value);
938 } else if (!strcmp(key, "temp")) {
939 m->temp = atoi(value);
940 } else if (!strcmp(key, "pressure")) {
941 m->pressure = atoi(value);
942 } else if (!strcmp(key, "humid")) {
943 m->humid = atoi(value);
944 } else if (!strcmp(key, "windspeed")) {
945 m->windspeed = atoi(value);
946 } else if (!strcmp(key, "winddir")) {
947 m->winddir = atoi(value);
948 } else if (!strcmp(key, "sky")) {
949 m->sky = atoi(value);
950 } else if (!strcmp(key, "nosmooth")) {
951 m->nosmooth = atoi(value);
952 } else if (!strcmp(key, "safe_map")) {
953 m->safe_map = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957 691
958 if (tile<1 || tile>4) { 692 thawer.next ();
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0;
1005}
1006
1007/*
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019mapstruct *load_original_map(const char *filename, int flags) {
1020 FILE *fp;
1021 mapstruct *m;
1022 int comp;
1023 char pathname[MAX_BUF];
1024 693 }
1025 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1026 if (flags & MAP_PLAYER_UNIQUE)
1027 strcpy(pathname, filename);
1028 else if (flags & MAP_OVERLAY)
1029 strcpy(pathname, create_overlay_pathname(filename));
1030 else
1031 strcpy(pathname, create_pathname(filename));
1032 694
1033 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { 695 abort ();
1034 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1035 return (NULL);
1036 }
1037
1038 object_thawer thawer (fp, filename);
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(thawer, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051
1052 m->in_memory=MAP_LOADING;
1053 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1054 close_and_delete(fp, comp);
1055 m->in_memory=MAP_IN_MEMORY;
1056 if (!MAP_DIFFICULTY(m))
1057 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1058 set_map_reset_time(m);
1059 INVOKE_MAP (INSTANTIATE, m);
1060 return (m);
1061}
1062
1063/*
1064 * Loads a map, which has been loaded earlier, from file.
1065 * Return the map object we load into (this can change from the passed
1066 * option if we can't find the original map)
1067 */
1068
1069static mapstruct *load_temporary_map(mapstruct *m) {
1070 FILE *fp;
1071 int comp;
1072 char buf[MAX_BUF];
1073
1074 if (!m->tmpname) {
1075 LOG(llevError, "No temporary filename for map %s\n", m->path);
1076 strcpy(buf, m->path);
1077 delete_map(m);
1078 m = load_original_map(buf, 0);
1079 if(m==NULL) return NULL;
1080 fix_auto_apply(m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1085 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1086 strcpy(buf, m->path);
1087 delete_map(m);
1088 m = load_original_map(buf, 0);
1089 if(m==NULL) return NULL;
1090 fix_auto_apply(m); /* Chests which open as default */
1091 return m;
1092 }
1093
1094 object_thawer thawer (fp, m->tmpname);
1095
1096 if (load_map_header(thawer, m)) {
1097 LOG(llevError,"Error loading map header for %s (%s)\n",
1098 m->path, m->tmpname);
1099 delete_map(m);
1100 m = load_original_map(m->path, 0);
1101 return NULL;
1102 }
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, thawer, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 INVOKE_MAP (SWAPIN, m);
1110 return m;
1111}
1112
1113/*
1114 * Loads a map, which has been loaded earlier, from file.
1115 * Return the map object we load into (this can change from the passed
1116 * option if we can't find the original map)
1117 */
1118
1119mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1120 FILE *fp;
1121 int comp;
1122 char pathname[MAX_BUF];
1123
1124 strcpy(pathname, create_overlay_pathname(filename));
1125
1126 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1127/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1128 return m;
1129 }
1130
1131 object_thawer thawer (fp, pathname);
1132
1133 if (load_map_header(thawer, m)) {
1134 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1135 m->path, pathname);
1136 delete_map(m);
1137 m = load_original_map(m->path, 0);
1138 return NULL;
1139 }
1140 /*allocate_map(m);*/
1141
1142 m->in_memory=MAP_LOADING;
1143 load_objects (m, thawer, MAP_OVERLAY);
1144 close_and_delete(fp, comp);
1145 m->in_memory=MAP_IN_MEMORY;
1146 return m;
1147} 696}
1148 697
1149/****************************************************************************** 698/******************************************************************************
1150 * This is the start of unique map handling code 699 * This is the start of unique map handling code
1151 *****************************************************************************/ 700 *****************************************************************************/
1152 701
1153/* This goes through map 'm' and removed any unique items on the map. */ 702/* This goes through the maptile and removed any unique items on the map. */
1154static void delete_unique_items(mapstruct *m) 703void
704maptile::clear_unique_items ()
1155{ 705{
1156 int i,j,unique; 706 for (int i = 0; i < size (); ++i)
1157 object *op, *next; 707 {
1158
1159 for(i=0; i<MAP_WIDTH(m); i++)
1160 for(j=0; j<MAP_HEIGHT(m); j++) {
1161 unique=0; 708 int unique = 0;
1162 for (op=get_map_ob(m, i, j); op; op=next) { 709 for (object *op = spaces [i].bot; op; )
1163 next = op->above; 710 {
711 object *above = op->above;
712
1164 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1165 unique=1; 714 unique = 1;
715
1166 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1167 clean_object(op);
1168 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1169 remove_button_link(op);
1170 remove_ob(op);
1171 free_object(op);
1172 } 717 {
718 op->destroy_inv (false);
719 op->destroy ();
1173 } 720 }
721
722 op = above;
1174 } 723 }
1175}
1176
1177
1178/*
1179 * Loads unique objects from file(s) into the map which is in memory
1180 * m is the map to load unique items into.
1181 */
1182static void load_unique_objects(mapstruct *m) {
1183 FILE *fp;
1184 int comp,count;
1185 char firstname[MAX_BUF];
1186
1187 for (count=0; count<10; count++) {
1188 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1189 if (!access(firstname, R_OK)) break;
1190 }
1191 /* If we get here, we did not find any map */
1192 if (count==10) return;
1193
1194 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1195 /* There is no expectation that every map will have unique items, but this
1196 * is debug output, so leave it in.
1197 */
1198 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1199 return;
1200 }
1201
1202 object_thawer thawer (fp, firstname);
1203
1204 m->in_memory=MAP_LOADING;
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(thawer, NULL, LO_NOREAD,0);
1208 load_objects (m, thawer, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int
1224new_save_map (mapstruct * m, int flag)
1225{
1226 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1227 int i;
1228
1229 if (flag && !*m->path)
1230 { 724 }
1231 LOG (llevError, "Tried to save map without path.\n"); 725}
1232 return -1;
1233 }
1234 726
1235 if (flag || (m->unique) || (m->templatemap)) 727bool
1236 { 728maptile::_save_header (object_freezer &freezer)
1237 if (!m->unique && !m->templatemap) 729{
1238 { /* flag is set */ 730#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1239 if (flag == 2) 731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1240 strcpy (filename, create_overlay_pathname (m->path));
1241 else
1242 strcpy (filename, create_pathname (m->path));
1243 }
1244 else
1245 strcpy (filename, m->path);
1246 732
1247 make_path_to_file (filename); 733 MAP_OUT2 (arch, "map");
1248 }
1249 else
1250 {
1251 if (!m->tmpname)
1252 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1253 strcpy (filename, m->tmpname);
1254 }
1255 734
1256 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 735 if (name) MAP_OUT (name);
1257 m->in_memory = MAP_SAVING; 736 MAP_OUT (swap_time);
1258 737 MAP_OUT (reset_time);
1259 object_freezer fp (filename); 738 MAP_OUT (reset_timeout);
1260
1261 /* legacy */
1262 fprintf (fp, "arch map\n");
1263 if (m->name)
1264 fprintf (fp, "name %s\n", m->name);
1265 if (!flag)
1266 fprintf (fp, "swap_time %d\n", m->swap_time);
1267 if (m->reset_timeout)
1268 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1269 if (m->fixed_resettime) 739 MAP_OUT (fixed_resettime);
1270 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 740 MAP_OUT (no_reset);
1271 /* we unfortunately have no idea if this is a value the creator set 741 MAP_OUT (no_drop);
1272 * or a difficulty value we generated when the map was first loaded 742 MAP_OUT (difficulty);
1273 */ 743
1274 if (m->difficulty) 744 if (default_region) MAP_OUT2 (region, default_region->name);
1275 fprintf (fp, "difficulty %d\n", m->difficulty); 745
1276 if (m->region)
1277 fprintf (fp, "region %s\n", m->region->name);
1278 if (m->shopitems) 746 if (shopitems)
1279 { 747 {
748 char shop[MAX_BUF];
1280 print_shop_string (m, shop); 749 print_shop_string (this, shop);
1281 fprintf (fp, "shopitems %s\n", shop); 750 MAP_OUT2 (shopitems, shop);
1282 }
1283 if (m->shopgreed)
1284 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1285#ifndef WIN32
1286 if (m->shopmin)
1287 fprintf (fp, "shopmin %llu\n", m->shopmin);
1288 if (m->shopmax)
1289 fprintf (fp, "shopmax %llu\n", m->shopmax);
1290#else
1291 if (m->shopmin)
1292 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1293 if (m->shopmax)
1294 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1295#endif
1296 if (m->shoprace)
1297 fprintf (fp, "shoprace %s\n", m->shoprace);
1298 if (m->darkness)
1299 fprintf (fp, "darkness %d\n", m->darkness);
1300 if (m->width)
1301 fprintf (fp, "width %d\n", m->width);
1302 if (m->height)
1303 fprintf (fp, "height %d\n", m->height);
1304 if (m->enter_x)
1305 fprintf (fp, "enter_x %d\n", m->enter_x);
1306 if (m->enter_y)
1307 fprintf (fp, "enter_y %d\n", m->enter_y);
1308 if (m->msg)
1309 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1310 if (m->maplore)
1311 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1312 if (m->unique)
1313 fprintf (fp, "unique %d\n", m->unique);
1314 if (m->templatemap)
1315 fprintf (fp, "template %d\n", m->templatemap);
1316 if (m->outdoor)
1317 fprintf (fp, "outdoor %d\n", m->outdoor);
1318 if (m->temp)
1319 fprintf (fp, "temp %d\n", m->temp);
1320 if (m->pressure)
1321 fprintf (fp, "pressure %d\n", m->pressure);
1322 if (m->humid)
1323 fprintf (fp, "humid %d\n", m->humid);
1324 if (m->windspeed)
1325 fprintf (fp, "windspeed %d\n", m->windspeed);
1326 if (m->winddir)
1327 fprintf (fp, "winddir %d\n", m->winddir);
1328 if (m->sky)
1329 fprintf (fp, "sky %d\n", m->sky);
1330 if (m->nosmooth)
1331 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1332 if (m->safe_map)
1333 fprintf (fp, "safe_map %d\n", m->safe_map);
1334
1335 /* Save any tiling information, except on overlays */
1336 if (flag != 2)
1337 for (i = 0; i < 4; i++)
1338 if (m->tile_path[i])
1339 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1340
1341 fprintf (fp, "end\n");
1342
1343 /* In the game save unique items in the different file, but
1344 * in the editor save them to the normal map file.
1345 * If unique map, save files in the proper destination (set by
1346 * player)
1347 */
1348 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1349 { 751 }
1350 sprintf (buf, "%s.v00", create_items_path (m->path));
1351 752
1352 object_freezer fp2 (buf); 753 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin);
755 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace);
757 MAP_OUT (darkness);
758 MAP_OUT (width);
759 MAP_OUT (height);
760 MAP_OUT (enter_x);
761 MAP_OUT (enter_y);
1353 762
1354 if (flag == 2) 763 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1355 save_objects (m, fp, fp2, 2); 764 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1356 else
1357 save_objects (m, fp, fp2, 0);
1358 }
1359 else
1360 { /* save same file when not playing, like in editor */
1361 save_objects (m, fp, fp, 0);
1362 }
1363 765
766 MAP_OUT (outdoor);
767 MAP_OUT (temp);
768 MAP_OUT (pressure);
769 MAP_OUT (humid);
770 MAP_OUT (windspeed);
771 MAP_OUT (winddir);
772 MAP_OUT (sky);
773
774 MAP_OUT (per_player);
775 MAP_OUT (per_party);
776
777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
781
782 freezer.put (this);
783 freezer.put (KW_end);
784
1364 return 0; 785 return true;
1365} 786}
1366 787
1367 788bool
1368/* 789maptile::_save_header (const char *path)
1369 * Remove and free all objects in the inventory of the given object.
1370 * object.c ?
1371 */
1372
1373void clean_object(object *op)
1374{ 790{
1375 object *tmp, *next; 791 object_freezer freezer;
1376 792
1377 for(tmp = op->inv; tmp; tmp = next) 793 if (!_save_header (freezer))
1378 { 794 return false;
1379 next = tmp->below; 795
1380 clean_object(tmp); 796 return freezer.save (path);
1381 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1382 remove_button_link(tmp);
1383 remove_ob(tmp);
1384 free_object(tmp);
1385 }
1386} 797}
1387 798
1388/* 799/*
1389 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
1390 */ 801 */
802void
803maptile::clear ()
804{
805 if (spaces)
806 {
807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 while (object *op = ms->bot)
809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
1391 813
1392void free_all_objects(mapstruct *m) { 814 op->flag [FLAG_REMOVED] = true;
1393 int i,j;
1394 object *op;
1395 815
1396 for(i=0;i<MAP_WIDTH(m);i++) 816 object *head = op->head_ ();
1397 for(j=0;j<MAP_HEIGHT(m);j++) { 817 if (op == head)
1398 object *previous_obj=NULL; 818 {
1399 while((op=GET_MAP_OB(m,i,j))!=NULL) { 819 op->destroy_inv (false);
1400 if (op==previous_obj) { 820 op->destroy ();
1401 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1402 break;
1403 } 821 }
1404 previous_obj=op; 822 else if (head->map != op->map)
1405 if(op->head!=NULL)
1406 op = op->head;
1407
1408 /* If the map isn't in memory, free_object will remove and
1409 * free objects in op's inventory. So let it do the job.
1410 */ 823 {
1411 if (m->in_memory==MAP_IN_MEMORY) 824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1412 clean_object(op); 825 head->destroy ();
1413 remove_ob(op);
1414 free_object(op);
1415 } 826 }
1416 } 827 }
1417#ifdef MANY_CORES 828
1418 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 829 sfree0 (spaces, size ());
1419 * an item on that map was not saved - look for that condition and die as appropriate - 830 }
1420 * this leaves more of the map data intact for better debugging. 831
832 if (buttons)
833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
837}
838
839void
840maptile::clear_header ()
841{
842 name = 0;
843 msg = 0;
844 maplore = 0;
845 shoprace = 0;
846 delete [] shopitems, shopitems = 0;
847
848 for (int i = 0; i < 4; i++)
849 tile_path [i] = 0;
850}
851
852maptile::~maptile ()
853{
854 assert (destroyed ());
855}
856
857void
858maptile::clear_links_to (maptile *m)
859{
860 /* We need to look through all the maps and see if any maps
861 * are pointing at this one for tiling information. Since
862 * tiling can be asymetric, we just can not look to see which
863 * maps this map tiles with and clears those.
1421 */ 864 */
1422 for (op=objects; op!=NULL; op=op->next) { 865 for (int i = 0; i < 4; i++)
1423 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 866 if (tile_map[i] == m)
1424 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 867 tile_map[i] = 0;
1425 abort(); 868}
869
870void
871maptile::do_destroy ()
872{
873 attachable::do_destroy ();
874
875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
1426 } 908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
1427 } 942 }
1428#endif
1429} 943}
1430 944
1431/* 945/*
1432 * Frees everything allocated by the given mapstructure. 946 * Updates every button on the map (by calling update_button() for them).
1433 * don't free tmpname - our caller is left to do that
1434 */ 947 */
1435 948void
1436void free_map(mapstruct *m,int flag) { 949maptile::update_buttons ()
1437 int i; 950{
1438 951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1439 if (!m->in_memory) { 952 for (objectlink *ol = obp->link; ol; ol = ol->next)
1440 LOG(llevError,"Trying to free freed map.\n"); 953 {
1441 return; 954 if (!ol->ob)
1442 }
1443 if (flag && m->spaces) free_all_objects(m);
1444 if (m->name) FREE_AND_CLEAR(m->name);
1445 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1446 if (m->msg) FREE_AND_CLEAR(m->msg);
1447 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1448 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1449 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1450 if (m->buttons)
1451 free_objectlinkpt(m->buttons);
1452 m->buttons = NULL;
1453 for (i=0; i<4; i++) {
1454 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1455 m->tile_map[i] = NULL;
1456 }
1457 m->in_memory = MAP_SWAPPED;
1458}
1459
1460/*
1461 * function: vanish mapstruct
1462 * m : pointer to mapstruct, if NULL no action
1463 * this deletes all the data on the map (freeing pointers)
1464 * and then removes this map from the global linked list of maps.
1465 */
1466
1467void delete_map(mapstruct *m) {
1468 mapstruct *tmp, *last;
1469 int i;
1470
1471 if (!m)
1472 return;
1473
1474 m->clear ();
1475
1476 if (m->in_memory == MAP_IN_MEMORY) {
1477 /* change to MAP_SAVING, even though we are not,
1478 * so that remove_ob doesn't do as much work.
1479 */ 955 {
1480 m->in_memory = MAP_SAVING; 956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1481 free_map (m, 1); 957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1482 } 958 continue;
1483 /* move this out of free_map, since tmpname can still be needed if
1484 * the map is swapped out.
1485 */
1486 if (m->tmpname) {
1487 free(m->tmpname);
1488 m->tmpname=NULL;
1489 }
1490 last = NULL;
1491 /* We need to look through all the maps and see if any maps
1492 * are pointing at this one for tiling information. Since
1493 * tiling can be assymetric, we just can not look to see which
1494 * maps this map tiles with and clears those.
1495 */
1496 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1497 if (tmp->next == m) last = tmp;
1498
1499 /* This should hopefully get unrolled on a decent compiler */
1500 for (i=0; i<4; i++)
1501 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1502 }
1503
1504 /* If last is null, then this should be the first map in the list */
1505 if (!last) {
1506 if (m == first_map)
1507 first_map = m->next;
1508 else
1509 /* m->path is a static char, so should hopefully still have
1510 * some useful data in it.
1511 */
1512 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1513 m->path);
1514 }
1515 else
1516 last->next = m->next;
1517
1518 free (m);
1519}
1520
1521
1522
1523/*
1524 * Makes sure the given map is loaded and swapped in.
1525 * name is path name of the map.
1526 * flags meaning:
1527 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1528 * and don't do unique items or the like.
1529 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1530 * dont do any more name translation on it.
1531 *
1532 * Returns a pointer to the given map.
1533 */
1534
1535mapstruct *ready_map_name(const char *name, int flags) {
1536 mapstruct *m;
1537
1538 if (!name)
1539 return (NULL);
1540
1541 /* Have we been at this level before? */
1542 m = has_been_loaded (name);
1543
1544 /* Map is good to go, so just return it */
1545 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1546 return m;
1547 }
1548
1549 /* unique maps always get loaded from their original location, and never
1550 * a temp location. Likewise, if map_flush is set, or we have never loaded
1551 * this map, load it now. I removed the reset checking from here -
1552 * it seems the probability of a player trying to enter a map that should
1553 * reset but hasn't yet is quite low, and removing that makes this function
1554 * a bit cleaner (and players probably shouldn't rely on exact timing for
1555 * resets in any case - if they really care, they should use the 'maps command.
1556 */
1557 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1558
1559 /* first visit or time to reset */
1560 if (m) {
1561 clean_tmp_map(m); /* Doesn't make much difference */
1562 delete_map(m);
1563 } 959 }
1564 960
1565 /* create and load a map */ 961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1566 if (flags & MAP_PLAYER_UNIQUE)
1567 LOG(llevDebug, "Trying to load map %s.\n", name);
1568 else
1569 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1570
1571 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1572 return (NULL);
1573
1574 fix_auto_apply(m); /* Chests which open as default */
1575
1576 /* If a player unique map, no extra unique object file to load.
1577 * if from the editor, likewise.
1578 */ 962 {
1579 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 963 update_button (ol->ob);
1580 load_unique_objects(m); 964 break;
1581
1582 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1583 m=load_overlay_map(name, m);
1584 if (m==NULL)
1585 return NULL;
1586 } 965 }
1587
1588 } else {
1589 /* If in this loop, we found a temporary map, so load it up. */
1590
1591 m=load_temporary_map (m);
1592 if(m==NULL) return NULL;
1593 load_unique_objects(m);
1594
1595 clean_tmp_map(m);
1596 m->in_memory = MAP_IN_MEMORY;
1597 /* tempnam() on sun systems (probably others) uses malloc
1598 * to allocated space for the string. Free it here.
1599 * In some cases, load_temporary_map above won't find the
1600 * temporary map, and so has reloaded a new map. If that
1601 * is the case, tmpname is now null
1602 */
1603 if (m->tmpname) free(m->tmpname);
1604 m->tmpname = NULL;
1605 /* It's going to be saved anew anyway */
1606 } 966 }
1607
1608 /* Below here is stuff common to both first time loaded maps and
1609 * temp maps.
1610 */
1611
1612 decay_objects(m); /* start the decay */
1613 /* In case other objects press some buttons down */
1614 update_buttons(m);
1615 if (m->outdoor)
1616 set_darkness_map(m);
1617 /* run the weather over this map */
1618 weather_effect(name);
1619 return m;
1620} 967}
1621
1622 968
1623/* 969/*
1624 * This routine is supposed to find out the difficulty of the map. 970 * This routine is supposed to find out the difficulty of the map.
1625 * difficulty does not have a lot to do with character level, 971 * difficulty does not have a lot to do with character level,
1626 * but does have a lot to do with treasure on the map. 972 * but does have a lot to do with treasure on the map.
1628 * Difficulty can now be set by the map creature. If the value stored 974 * Difficulty can now be set by the map creature. If the value stored
1629 * in the map is zero, then use this routine. Maps should really 975 * in the map is zero, then use this routine. Maps should really
1630 * have a difficulty set than using this function - human calculation 976 * have a difficulty set than using this function - human calculation
1631 * is much better than this functions guesswork. 977 * is much better than this functions guesswork.
1632 */ 978 */
1633 979int
1634int calculate_difficulty(mapstruct *m) { 980maptile::estimate_difficulty () const
1635 object *op; 981{
1636 archetype *at;
1637 int x, y, i, diff;
1638 long monster_cnt = 0; 982 long monster_cnt = 0;
1639 double avgexp = 0; 983 double avgexp = 0;
1640 sint64 total_exp = 0; 984 sint64 total_exp = 0;
1641 985
1642 if (MAP_DIFFICULTY (m)) 986 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1643 { 987 for (object *op = ms->bot; op; op = op->above)
1644 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1645 return MAP_DIFFICULTY (m);
1646 }
1647
1648 for(x = 0; x < MAP_WIDTH(m); x++)
1649 for(y = 0; y < MAP_HEIGHT(m); y++)
1650 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1651 { 988 {
1652 if(QUERY_FLAG (op, FLAG_MONSTER)) 989 if (QUERY_FLAG (op, FLAG_MONSTER))
1653 { 990 {
1654 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
1655 monster_cnt++; 992 monster_cnt++;
1656 } 993 }
1657 994
1658 if(QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1659 { 996 {
1660 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1661 at = type_to_archetype(GENERATE_TYPE (op));
1662 998
1663 if(at != NULL) 999 if (archetype *at = op->other_arch)
1000 {
1664 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1665
1666 monster_cnt++; 1002 monster_cnt++;
1667 } 1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1668 } 1010 }
1011 }
1669 1012
1670 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1671 1014
1672 for (i = 1; i <= settings.max_level; i++) 1015 for (int i = 1; i <= settings.max_level; i++)
1673 {
1674 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1016 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1675 {
1676 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1677 return i; 1017 return i;
1678 }
1679 }
1680 1018
1681 return 1; 1019 return 1;
1682}
1683
1684void clean_tmp_map(mapstruct *m) {
1685 if(m->tmpname == NULL)
1686 return;
1687 INVOKE_MAP (CLEAN, m);
1688 (void) unlink(m->tmpname);
1689}
1690
1691void free_all_maps(void)
1692{
1693 int real_maps=0;
1694
1695 while (first_map) {
1696 /* I think some of the callers above before it gets here set this to be
1697 * saving, but we still want to free this data
1698 */
1699 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1700 delete_map(first_map);
1701 real_maps++;
1702 }
1703 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1704} 1020}
1705 1021
1706/* change_map_light() - used to change map light level (darkness) 1022/* change_map_light() - used to change map light level (darkness)
1707 * up or down. Returns true if successful. It should now be 1023 * up or down. Returns true if successful. It should now be
1708 * possible to change a value by more than 1. 1024 * possible to change a value by more than 1.
1709 * Move this from los.c to map.c since this is more related 1025 * Move this from los.c to map.c since this is more related
1710 * to maps than los. 1026 * to maps than los.
1711 * postive values make it darker, negative make it brighter 1027 * postive values make it darker, negative make it brighter
1712 */ 1028 */
1713 1029int
1714int change_map_light(mapstruct *m, int change) { 1030maptile::change_map_light (int change)
1031{
1715 int new_level = m->darkness + change; 1032 int new_level = darkness + change;
1716 1033
1717 /* Nothing to do */ 1034 /* Nothing to do */
1718 if(!change || (new_level <= 0 && m->darkness == 0) || 1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1719 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1720 return 0; 1036 return 0;
1721 }
1722 1037
1723 /* inform all players on the map */ 1038 /* inform all players on the map */
1724 if (change>0) 1039 if (change > 0)
1725 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1726 else 1041 else
1727 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1728 1043
1729 /* Do extra checking. since m->darkness is a unsigned value, 1044 /* Do extra checking. since darkness is a unsigned value,
1730 * we need to be extra careful about negative values. 1045 * we need to be extra careful about negative values.
1731 * In general, the checks below are only needed if change 1046 * In general, the checks below are only needed if change
1732 * is not +/-1 1047 * is not +/-1
1733 */ 1048 */
1734 if (new_level < 0) m->darkness = 0; 1049 if (new_level < 0)
1735 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1736 else m->darkness=new_level; 1054 darkness = new_level;
1737 1055
1738 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1739 update_all_map_los(m); 1057 update_all_map_los (this);
1058
1740 return 1; 1059 return 1;
1741} 1060}
1742
1743 1061
1744/* 1062/*
1745 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1746 * on the map (what it looks like, whether it blocks magic, 1064 * on the map (what it looks like, whether it blocks magic,
1747 * has a living creatures, prevents people from passing 1065 * has a living creatures, prevents people from passing
1748 * through, etc) 1066 * through, etc)
1749 */ 1067 */
1750void update_position (mapstruct *m, int x, int y) { 1068void
1751 object *tmp, *last = NULL; 1069mapspace::update_ ()
1752 uint8 flags = 0, oldflags, light=0, anywhere=0; 1070{
1753 New_Face *top,*floor, *middle; 1071 object *last = 0;
1754 object *top_obj, *floor_obj, *middle_obj; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1755 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1756 1074
1757 oldflags = GET_MAP_FLAGS(m,x,y); 1075 //object *middle = 0;
1758 if (!(oldflags & P_NEED_UPDATE)) { 1076 //object *top = 0;
1759 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1077 //object *floor = 0;
1760 m->path, x, y); 1078 // this seems to generate better code than using locals, above
1761 return; 1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1082
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1762 } 1084 {
1763
1764 middle=blank_face;
1765 top=blank_face;
1766 floor=blank_face;
1767
1768 middle_obj = NULL;
1769 top_obj = NULL;
1770 floor_obj = NULL;
1771
1772 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1773
1774 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1775 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1776 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1777 * it is a disapation factor that is squared (or is it cubed?) 1088 * it is a dissapation factor that is cubed.
1778 */ 1089 */
1779 if (tmp->glow_radius > light) light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1780 1091
1781 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1782 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1783 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1784 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1785 * functions the move_player calls eventualy call this. 1096 * functions the move_player calls eventualy call this.
1786 * 1097 *
1787 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1788 */ 1099 */
1789 if (!tmp->invisible) { 1100 if (!tmp->invisible)
1101 {
1790 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1791 top = tmp->face;
1792 top_obj = tmp; 1103 top = tmp;
1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1105 {
1106 /* If we got a floor, that means middle and top were below it,
1107 * so should not be visible, so we clear them.
1108 */
1109 middle = 0;
1110 top = 0;
1111 floor = tmp;
1793 } 1112 }
1113 /* Flag anywhere have high priority */
1794 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1795 /* If we got a floor, that means middle and top were below it,
1796 * so should not be visible, so we clear them.
1797 */ 1115 {
1798 middle=blank_face; 1116 middle = tmp;
1799 top=blank_face; 1117 anywhere = 1;
1800 floor = tmp->face;
1801 floor_obj = tmp;
1802 } 1118 }
1803 /* Flag anywhere have high priority */ 1119
1804 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1120 /* Find the highest visible face around. If equal
1121 * visibilities, we still want the one nearer to the
1122 * top
1123 */
1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1805 middle = tmp->face; 1125 middle = tmp;
1126 }
1806 1127
1128 if (tmp == tmp->above)
1129 {
1130 LOG (llevError, "Error in structure of map\n");
1131 exit (-1);
1132 }
1133
1134 move_slow |= tmp->move_slow;
1135 move_block |= tmp->move_block;
1136 move_on |= tmp->move_on;
1137 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow;
1139
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1142 if (tmp->type == PLAYER) flags |= P_PLAYER;
1143 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1144 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1145 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1146 }
1147
1148 this->light = light;
1149 this->flags_ = flags;
1150 this->move_block = move_block & ~move_allow;
1151 this->move_on = move_on;
1152 this->move_off = move_off;
1153 this->move_slow = move_slow;
1154
1155 /* At this point, we have a floor face (if there is a floor),
1156 * and the floor is set - we are not going to touch it at
1157 * this point.
1158 * middle contains the highest visibility face.
1159 * top contains a player/monster face, if there is one.
1160 *
1161 * We now need to fill in top.face and/or middle.face.
1162 */
1163
1164 /* If the top face also happens to be high visibility, re-do our
1165 * middle face. This should not happen, as we already have the
1166 * else statement above so middle should not get set. OTOH, it
1167 * may be possible for the faces to match but be different objects.
1168 */
1169 if (top == middle)
1170 middle = 0;
1171
1172 /* There are three posibilities at this point:
1173 * 1) top face is set, need middle to be set.
1174 * 2) middle is set, need to set top.
1175 * 3) neither middle or top is set - need to set both.
1176 */
1177
1178 for (object *tmp = last; tmp; tmp = tmp->below)
1179 {
1180 /* Once we get to a floor, stop, since we already have a floor object */
1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1182 break;
1183
1184 /* If two top faces are already set, quit processing */
1185 if (top && middle)
1186 break;
1187
1188 /* Only show visible faces */
1189 if (!tmp->invisible)
1190 {
1191 /* Fill in top if needed */
1192 if (!top)
1193 {
1194 top = tmp;
1195 if (top == middle)
1807 middle_obj = tmp; 1196 middle = 0;
1808 anywhere =1;
1809 } 1197 }
1810 /* Find the highest visible face around. If equal 1198 else
1811 * visibilities, we still want the one nearer to the
1812 * top
1813 */
1814 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1815 middle = tmp->face;
1816 middle_obj = tmp;
1817 } 1199 {
1818 }
1819 if (tmp==tmp->above) {
1820 LOG(llevError, "Error in structure of map\n");
1821 exit (-1);
1822 }
1823
1824 move_slow |= tmp->move_slow;
1825 move_block |= tmp->move_block;
1826 move_on |= tmp->move_on;
1827 move_off |= tmp->move_off;
1828 move_allow |= tmp->move_allow;
1829
1830 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1831 flags |= P_IS_ALIVE;
1832 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1833 flags |= P_NO_MAGIC;
1834 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1835 flags |= P_NO_CLERIC;
1836 if (tmp->type == SAFE_GROUND)
1837 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1838
1839 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1840 flags |= P_BLOCKSVIEW;
1841 } /* for stack of objects */
1842
1843 /* we don't want to rely on this function to have accurate flags, but
1844 * since we're already doing the work, we calculate them here.
1845 * if they don't match, logic is broken someplace.
1846 */
1847 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1848 (!(oldflags & P_NO_ERROR))) {
1849 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1850 m->path, x, y,
1851 (oldflags & ~P_NEED_UPDATE), flags);
1852 }
1853 SET_MAP_FLAGS(m, x, y, flags);
1854 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1855 SET_MAP_MOVE_ON(m, x, y, move_on);
1856 SET_MAP_MOVE_OFF(m, x, y, move_off);
1857 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1858
1859 /* At this point, we have a floor face (if there is a floor),
1860 * and the floor is set - we are not going to touch it at
1861 * this point.
1862 * middle contains the highest visibility face.
1863 * top contains a player/monster face, if there is one.
1864 *
1865 * We now need to fill in top.face and/or middle.face.
1866 */
1867
1868 /* If the top face also happens to be high visibility, re-do our
1869 * middle face. This should not happen, as we already have the
1870 * else statement above so middle should not get set. OTOH, it
1871 * may be possible for the faces to match but be different objects.
1872 */
1873 if (top == middle) middle=blank_face;
1874
1875 /* There are three posibilities at this point:
1876 * 1) top face is set, need middle to be set.
1877 * 2) middle is set, need to set top.
1878 * 3) neither middle or top is set - need to set both.
1879 */
1880
1881 for (tmp=last; tmp; tmp=tmp->below) {
1882 /* Once we get to a floor, stop, since we already have a floor object */
1883 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1884
1885 /* If two top faces are already set, quit processing */
1886 if ((top != blank_face) && (middle != blank_face)) break;
1887
1888 /* Only show visible faces, unless its the editor - show all */
1889 if (!tmp->invisible || editor) {
1890 /* Fill in top if needed */
1891 if (top == blank_face) {
1892 top = tmp->face;
1893 top_obj = tmp;
1894 if (top == middle) middle=blank_face;
1895 } else {
1896 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1897 * middle is not set 1201 * middle is not set
1898 * 1202 *
1899 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1900 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1901 * 1205 *
1902 */ 1206 */
1903 if (tmp->face != top ) { 1207 if (tmp != top)
1904 middle = tmp->face; 1208 {
1905 middle_obj = tmp; 1209 middle = tmp;
1906 break; 1210 break;
1907 } 1211 }
1908 } 1212 }
1909 } 1213 }
1910 } 1214 }
1911 if (middle == floor) middle = blank_face;
1912 if (top == middle) middle = blank_face;
1913 SET_MAP_FACE(m,x,y,top,0);
1914 if(top != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1918 SET_MAP_FACE(m,x,y,middle,1);
1919 if(middle != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1923 SET_MAP_FACE(m,x,y,floor,2);
1924 if(floor != blank_face)
1925 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1928 SET_MAP_LIGHT(m,x,y,light);
1929}
1930 1215
1216 if (middle == floor)
1217 middle = 0;
1931 1218
1932void set_map_reset_time(mapstruct *map) { 1219 if (top == middle)
1933 int timeout; 1220 middle = 0;
1934 1221
1935 timeout = MAP_RESET_TIMEOUT(map); 1222#if 0
1936 if (timeout <= 0) 1223 faces_obj [0] = top;
1937 timeout = MAP_DEFAULTRESET; 1224 faces_obj [1] = middle;
1938 if (timeout >= MAP_MAXRESET) 1225 faces_obj [2] = floor;
1939 timeout = MAP_MAXRESET; 1226#endif
1940 MAP_WHEN_RESET(map) = seconds()+timeout;
1941} 1227}
1942 1228
1943/* this updates the orig_map->tile_map[tile_num] value after loading 1229uint64
1944 * the map. It also takes care of linking back the freshly loaded 1230mapspace::volume () const
1945 * maps tile_map values if it tiles back to this one. It returns
1946 * the value of orig_map->tile_map[tile_num]. It really only does this
1947 * so that it is easier for calling functions to verify success.
1948 */
1949
1950static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1951{ 1231{
1952 int dest_tile = (tile_num +2) % 4; 1232 uint64 vol = 0;
1953 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1954 1233
1955 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1235 vol += op->volume ();
1956 1236
1957 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1237 return vol;
1958 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1238}
1959 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1960 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1961 1239
1962 return orig_map->tile_map[tile_num]; 1240bool
1241maptile::tile_available (int dir, bool load)
1242{
1243 if (!tile_path[dir])
1244 return 0;
1245
1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1247 return 1;
1248
1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250 return 1;
1251
1252 return 0;
1963} 1253}
1964 1254
1965/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1966 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1967 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1968 * This is the function should always be used when it 1258 * This is the function should always be used when it
1969 * necessary to check for valid coordinates. 1259 * necessary to check for valid coordinates.
1970 * This function will recursively call itself for the 1260 * This function will recursively call itself for the
1971 * tiled maps. 1261 * tiled maps.
1972 * 1262 */
1973 * 1263int
1974 */
1975int out_of_map(mapstruct *m, int x, int y) 1264out_of_map (maptile *m, int x, int y)
1976{ 1265{
1977
1978 /* If we get passed a null map, this is obviously the 1266 /* If we get passed a null map, this is obviously the
1979 * case. This generally shouldn't happen, but if the 1267 * case. This generally shouldn't happen, but if the
1980 * map loads fail below, it could happen. 1268 * map loads fail below, it could happen.
1981 */ 1269 */
1982 if (!m) return 0; 1270 if (!m)
1983
1984 if (x<0) {
1985 if (!m->tile_path[3]) return 1;
1986 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 3);
1988 }
1989 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1990 }
1991 if (x>=MAP_WIDTH(m)) {
1992 if (!m->tile_path[1]) return 1;
1993 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 1);
1995 }
1996 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1997 }
1998 if (y<0) {
1999 if (!m->tile_path[0]) return 1;
2000 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 0);
2002 }
2003 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2004 }
2005 if (y>=MAP_HEIGHT(m)) {
2006 if (!m->tile_path[2]) return 1;
2007 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2008 load_and_link_tiled_map(m, 2);
2009 }
2010 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2011 }
2012
2013 /* Simple case - coordinates are within this local
2014 * map.
2015 */
2016 return 0; 1271 return 0;
1272
1273 if (x < 0)
1274 {
1275 if (!m->tile_available (3))
1276 return 1;
1277
1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1279 }
1280
1281 if (x >= m->width)
1282 {
1283 if (!m->tile_available (1))
1284 return 1;
1285
1286 return out_of_map (m->tile_map[1], x - m->width, y);
1287 }
1288
1289 if (y < 0)
1290 {
1291 if (!m->tile_available (0))
1292 return 1;
1293
1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1295 }
1296
1297 if (y >= m->height)
1298 {
1299 if (!m->tile_available (2))
1300 return 1;
1301
1302 return out_of_map (m->tile_map[2], x, y - m->height);
1303 }
1304
1305 /* Simple case - coordinates are within this local
1306 * map.
1307 */
1308 return 0;
2017} 1309}
2018 1310
2019/* This is basically the same as out_of_map above, but 1311/* This is basically the same as out_of_map above, but
2020 * instead we return NULL if no map is valid (coordinates 1312 * instead we return NULL if no map is valid (coordinates
2021 * out of bounds and no tiled map), otherwise it returns 1313 * out of bounds and no tiled map), otherwise it returns
2022 * the map as that the coordinates are really on, and 1314 * the map as that the coordinates are really on, and
2023 * updates x and y to be the localized coordinates. 1315 * updates x and y to be the localised coordinates.
2024 * Using this is more efficient of calling out_of_map 1316 * Using this is more efficient of calling out_of_map
2025 * and then figuring out what the real map is 1317 * and then figuring out what the real map is
2026 */ 1318 */
2027mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1319maptile *
1320maptile::xy_find (sint16 &x, sint16 &y)
2028{ 1321{
2029 1322 if (x < 0)
2030 if (*x<0) {
2031 if (!m->tile_path[3]) return NULL;
2032 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 3);
2034
2035 *x += MAP_WIDTH(m->tile_map[3]);
2036 return (get_map_from_coord(m->tile_map[3], x, y));
2037 } 1323 {
2038 if (*x>=MAP_WIDTH(m)) { 1324 if (!tile_available (3))
2039 if (!m->tile_path[1]) return NULL; 1325 return 0;
2040 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 1);
2042 1326
2043 *x -= MAP_WIDTH(m); 1327 x += tile_map[3]->width;
2044 return (get_map_from_coord(m->tile_map[1], x, y)); 1328 return tile_map[3]->xy_find (x, y);
1329 }
1330
1331 if (x >= width)
2045 } 1332 {
2046 if (*y<0) { 1333 if (!tile_available (1))
2047 if (!m->tile_path[0]) return NULL; 1334 return 0;
2048 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2049 load_and_link_tiled_map(m, 0);
2050 1335
2051 *y += MAP_HEIGHT(m->tile_map[0]); 1336 x -= width;
2052 return (get_map_from_coord(m->tile_map[0], x, y)); 1337 return tile_map[1]->xy_find (x, y);
1338 }
1339
1340 if (y < 0)
2053 } 1341 {
2054 if (*y>=MAP_HEIGHT(m)) { 1342 if (!tile_available (0))
2055 if (!m->tile_path[2]) return NULL; 1343 return 0;
2056 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map(m, 2);
2058 1344
2059 *y -= MAP_HEIGHT(m); 1345 y += tile_map[0]->height;
2060 return (get_map_from_coord(m->tile_map[2], x, y)); 1346 return tile_map[0]->xy_find (x, y);
1347 }
1348
1349 if (y >= height)
2061 } 1350 {
1351 if (!tile_available (2))
1352 return 0;
2062 1353
1354 y -= height;
1355 return tile_map[2]->xy_find (x, y);
1356 }
1357
2063 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
2064 * map. 1359 * map.
2065 */ 1360 */
2066 1361 return this;
2067 return m;
2068} 1362}
2069 1363
2070/** 1364/**
2071 * Return whether map2 is adjacent to map1. If so, store the distance from 1365 * Return whether map2 is adjacent to map1. If so, store the distance from
2072 * map1 to map2 in dx/dy. 1366 * map1 to map2 in dx/dy.
2073 */ 1367 */
1368int
2074static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1370{
2075 if (!map1 || !map2) 1371 if (!map1 || !map2)
2076 return 0; 1372 return 0;
2077 1373
1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1375 //fix: compare paths instead (this is likely faster, too!)
2078 if (map1 == map2) { 1376 if (map1 == map2)
1377 {
2079 *dx = 0; 1378 *dx = 0;
2080 *dy = 0; 1379 *dy = 0;
2081 1380 }
2082 } else if (map1->tile_map[0] == map2) { /* up */ 1381 else if (map1->tile_map[0] == map2)
1382 { /* up */
2083 *dx = 0; 1383 *dx = 0;
2084 *dy = -MAP_HEIGHT(map2); 1384 *dy = -map2->height;
1385 }
2085 } else if (map1->tile_map[1] == map2) { /* right */ 1386 else if (map1->tile_map[1] == map2)
2086 *dx = MAP_WIDTH(map1); 1387 { /* right */
1388 *dx = map1->width;
2087 *dy = 0; 1389 *dy = 0;
1390 }
2088 } else if (map1->tile_map[2] == map2) { /* down */ 1391 else if (map1->tile_map[2] == map2)
1392 { /* down */
2089 *dx = 0; 1393 *dx = 0;
2090 *dy = MAP_HEIGHT(map1); 1394 *dy = map1->height;
1395 }
2091 } else if (map1->tile_map[3] == map2) { /* left */ 1396 else if (map1->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1397 { /* left */
1398 *dx = -map2->width;
2093 *dy = 0; 1399 *dy = 0;
2094 1400 }
2095 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1401 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1402 { /* up right */
2096 *dx = MAP_WIDTH(map1->tile_map[0]); 1403 *dx = map1->tile_map[0]->width;
2097 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1404 *dy = -map1->tile_map[0]->height;
1405 }
2098 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1406 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2099 *dx = -MAP_WIDTH(map2); 1407 { /* up left */
2100 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1408 *dx = -map2->width;
1409 *dy = -map1->tile_map[0]->height;
1410 }
2101 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1411 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2102 *dx = MAP_WIDTH(map1); 1412 { /* right up */
2103 *dy = -MAP_HEIGHT(map2); 1413 *dx = map1->width;
1414 *dy = -map2->height;
1415 }
2104 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1416 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2105 *dx = MAP_WIDTH(map1); 1417 { /* right down */
2106 *dy = MAP_HEIGHT(map1->tile_map[1]); 1418 *dx = map1->width;
1419 *dy = map1->tile_map[1]->height;
1420 }
2107 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1421 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1422 { /* down right */
2108 *dx = MAP_WIDTH(map1->tile_map[2]); 1423 *dx = map1->tile_map[2]->width;
2109 *dy = MAP_HEIGHT(map1); 1424 *dy = map1->height;
1425 }
2110 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1426 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2111 *dx = -MAP_WIDTH(map2); 1427 { /* down left */
2112 *dy = MAP_HEIGHT(map1); 1428 *dx = -map2->width;
1429 *dy = map1->height;
1430 }
2113 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1431 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1432 { /* left up */
2114 *dx = -MAP_WIDTH(map1->tile_map[3]); 1433 *dx = -map1->tile_map[3]->width;
2115 *dy = -MAP_HEIGHT(map2); 1434 *dy = -map2->height;
1435 }
2116 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1436 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1437 { /* left down */
2117 *dx = -MAP_WIDTH(map1->tile_map[3]); 1438 *dx = -map1->tile_map[3]->width;
2118 *dy = MAP_HEIGHT(map1->tile_map[3]); 1439 *dy = map1->tile_map[3]->height;
2119
2120 } else { /* not "adjacent" enough */
2121 return 0;
2122 } 1440 }
2123 1441 else
2124 return 1; 1442 return 0;
1443
1444 return 1;
1445}
1446
1447maptile *
1448maptile::xy_load (sint16 &x, sint16 &y)
1449{
1450 maptile *map = xy_find (x, y);
1451
1452 if (map)
1453 map->load_sync ();
1454
1455 return map;
1456}
1457
1458maptile *
1459get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1460{
1461 return m->xy_load (*x, *y);
2125} 1462}
2126 1463
2127/* From map.c 1464/* From map.c
2128 * This is used by get_player to determine where the other 1465 * This is used by get_player to determine where the other
2129 * creature is. get_rangevector takes into account map tiling, 1466 * creature is. get_rangevector takes into account map tiling,
2130 * so you just can not look the the map coordinates and get the 1467 * so you just can not look the the map coordinates and get the
2131 * righte value. distance_x/y are distance away, which 1468 * righte value. distance_x/y are distance away, which
2132 * can be negativbe. direction is the crossfire direction scheme 1469 * can be negative. direction is the crossfire direction scheme
2133 * that the creature should head. part is the part of the 1470 * that the creature should head. part is the part of the
2134 * monster that is closest. 1471 * monster that is closest.
2135 * 1472 *
2136 * get_rangevector looks at op1 and op2, and fills in the 1473 * get_rangevector looks at op1 and op2, and fills in the
2137 * structure for op1 to get to op2. 1474 * structure for op1 to get to op2.
2142 * be unexpected 1479 * be unexpected
2143 * 1480 *
2144 * currently, the only flag supported (0x1) is don't translate for 1481 * currently, the only flag supported (0x1) is don't translate for
2145 * closest body part of 'op1' 1482 * closest body part of 'op1'
2146 */ 1483 */
2147 1484void
2148void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1486{
2149 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1487 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1488 {
2150 /* be conservative and fill in _some_ data */ 1489 /* be conservative and fill in _some_ data */
2151 retval->distance = 100000; 1490 retval->distance = 10000;
2152 retval->distance_x = 32767; 1491 retval->distance_x = 10000;
2153 retval->distance_y = 32767; 1492 retval->distance_y = 10000;
2154 retval->direction = 0; 1493 retval->direction = 0;
2155 retval->part = 0; 1494 retval->part = 0;
2156 } else { 1495 }
1496 else
1497 {
2157 object *best; 1498 object *best;
2158 1499
2159 retval->distance_x += op2->x-op1->x; 1500 retval->distance_x += op2->x - op1->x;
2160 retval->distance_y += op2->y-op1->y; 1501 retval->distance_y += op2->y - op1->y;
2161 1502
2162 best = op1; 1503 best = op1;
2163 /* If this is multipart, find the closest part now */ 1504 /* If this is multipart, find the closest part now */
2164 if (!(flags&0x1) && op1->more) { 1505 if (!(flags & 0x1) && op1->more)
2165 object *tmp; 1506 {
2166 int best_distance = retval->distance_x*retval->distance_x+ 1507 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2167 retval->distance_y*retval->distance_y, tmpi;
2168 1508
2169 /* we just take the offset of the piece to head to figure 1509 /* we just take the offset of the piece to head to figure
2170 * distance instead of doing all that work above again 1510 * distance instead of doing all that work above again
2171 * since the distance fields we set above are positive in the 1511 * since the distance fields we set above are positive in the
2172 * same axis as is used for multipart objects, the simply arithmetic 1512 * same axis as is used for multipart objects, the simply arithmetic
2173 * below works. 1513 * below works.
2174 */ 1514 */
2175 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1515 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1516 {
2176 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1517 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2177 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1518 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2178 if (tmpi < best_distance) { 1519 if (tmpi < best_distance)
1520 {
2179 best_distance = tmpi; 1521 best_distance = tmpi;
2180 best = tmp; 1522 best = tmp;
2181 } 1523 }
2182 } 1524 }
1525
2183 if (best != op1) { 1526 if (best != op1)
1527 {
2184 retval->distance_x += op1->x-best->x; 1528 retval->distance_x += op1->x - best->x;
2185 retval->distance_y += op1->y-best->y; 1529 retval->distance_y += op1->y - best->y;
2186 } 1530 }
2187 } 1531 }
1532
2188 retval->part = best; 1533 retval->part = best;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2191 } 1536 }
2192} 1537}
2193 1538
2194/* this is basically the same as get_rangevector above, but instead of 1539/* this is basically the same as get_rangevector above, but instead of
2195 * the first parameter being an object, it instead is the map 1540 * the first parameter being an object, it instead is the map
2199 * flags has no meaning for this function at this time - I kept it in to 1544 * flags has no meaning for this function at this time - I kept it in to
2200 * be more consistant with the above function and also in case they are needed 1545 * be more consistant with the above function and also in case they are needed
2201 * for something in the future. Also, since no object is pasted, the best 1546 * for something in the future. Also, since no object is pasted, the best
2202 * field of the rv_vector is set to NULL. 1547 * field of the rv_vector is set to NULL.
2203 */ 1548 */
2204 1549void
2205void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1550get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1551{
2206 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1552 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1553 {
2207 /* be conservative and fill in _some_ data */ 1554 /* be conservative and fill in _some_ data */
2208 retval->distance = 100000; 1555 retval->distance = 100000;
2209 retval->distance_x = 32767; 1556 retval->distance_x = 32767;
2210 retval->distance_y = 32767; 1557 retval->distance_y = 32767;
2211 retval->direction = 0; 1558 retval->direction = 0;
2212 retval->part = 0; 1559 retval->part = 0;
2213 } else { 1560 }
1561 else
1562 {
2214 retval->distance_x += op2->x-x; 1563 retval->distance_x += op2->x - x;
2215 retval->distance_y += op2->y-y; 1564 retval->distance_y += op2->y - y;
2216 1565
2217 retval->part = NULL; 1566 retval->part = NULL;
2218 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1567 retval->distance = idistance (retval->distance_x, retval->distance_y);
2219 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2220 } 1569 }
2221} 1570}
2222 1571
2223/* Returns true of op1 and op2 are effectively on the same map 1572/* Returns true of op1 and op2 are effectively on the same map
2224 * (as related to map tiling). Note that this looks for a path from 1573 * (as related to map tiling). Note that this looks for a path from
2225 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1574 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2226 * to op1, this will still return false. 1575 * to op1, this will still return false.
2227 * Note we only look one map out to keep the processing simple 1576 * Note we only look one map out to keep the processing simple
2228 * and efficient. This could probably be a macro. 1577 * and efficient. This could probably be a macro.
2229 * MSW 2001-08-05 1578 * MSW 2001-08-05
2230 */ 1579 */
1580int
2231int on_same_map(const object *op1, const object *op2) { 1581on_same_map (const object *op1, const object *op2)
1582{
2232 int dx, dy; 1583 int dx, dy;
2233 1584
2234 return adjacent_map(op1->map, op2->map, &dx, &dy); 1585 return adjacent_map (op1->map, op2->map, &dx, &dy);
2235} 1586}
1587
1588object *
1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1590{
1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1592}
1593
1594region *
1595maptile::region (int x, int y) const
1596{
1597 if (regions
1598 && regionmap
1599 && !OUT_OF_REAL_MAP (this, x, y))
1600 if (struct region *reg = regionmap [regions [y * width + x]])
1601 return reg;
1602
1603 if (default_region)
1604 return default_region;
1605
1606 return ::region::default_region ();
1607}
1608
1609/* picks a random object from a style map.
1610 */
1611object *
1612maptile::pick_random_object (rand_gen &gen) const
1613{
1614 /* while returning a null object will result in a crash, that
1615 * is actually preferable to an infinite loop. That is because
1616 * most servers will automatically restart in case of crash.
1617 * Change the logic on getting the random space - shouldn't make
1618 * any difference, but this seems clearer to me.
1619 */
1620 for (int i = 1000; --i;)
1621 {
1622 object *pick = at (gen (width), gen (height)).bot;
1623
1624 // do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ())
1626 return pick->head_ ();
1627 }
1628
1629 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug");
1631}
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns)
1642 {
1643 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y;
1645
1646 int distance = idistance (dx, dy);
1647
1648 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy);
1650 }
1651}
1652

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