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Comparing deliantra/server/common/map.C (file contents):
Revision 1.5 by elmex, Sun Aug 20 20:57:34 2006 UTC vs.
Revision 1.146 by root, Sun Aug 17 22:46:26 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 1.5 2006/08/20 20:57:34 elmex 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
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 29
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
250 * 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
252 * 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
253 * 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
254 * checking for the existence of something on those spaces, but 37 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 38 * don't expect to insert/remove anything from those spaces.
256 */ 39 */
40int
257int 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)
258{ 42{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 43 sint16 newx = x;
265 newy = y; 44 sint16 newy = y;
45
266 mp = get_map_from_coord(oldmap, &newx, &newy); 46 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 47
268 retval |= P_NEW_MAP; 48 if (!mp)
49 return P_OUT_OF_MAP;
50
269 if (newmap) *newmap = mp; 51 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 52 if (nx) *nx = newx;
271 if (ny) *ny = newy; 53 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 54
274 if (retval & P_SAFE) 55 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 56}
279
280 57
281/* 58/*
282 * Returns true if the given coordinate is blocked except by the 59 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 60 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 61 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 65 * monster.
289 * 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.
290 * the coordinates & map passed in should have been updated for tiling 67 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 68 * by the caller.
292 */ 69 */
293 70int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 71blocked_link (object *ob, maptile *m, int sx, int sy)
72{
295 object *tmp; 73 object *tmp;
296 int mflags, blocked; 74 int mflags, blocked;
297 75
298 /* 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
299 * have already checked this. 77 * have already checked this.
300 */ 78 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
302 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");
303 return 1; 82 return 1;
304 } 83 }
305 84
306 /* 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
307 * directly. 86 * directly.
308 */ 87 */
309 mflags = m->spaces[sx + m->width * sy].flags; 88 mflags = m->at (sx, sy).flags ();
310 89
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 91
313 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 94 * things we need to do for players.
316 */ 95 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 97 return 0;
374}
375 98
99 /* if there isn't anytyhing alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example)
105 */
106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
108
109 ob = ob->head_ ();
110
111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0.
115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 {
118
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
122 /* If last_sp is set, the player/monster needs an object,
123 * so we check for it. If they don't have it, they can't
124 * pass through this space.
125 */
126 if (tmp->last_sp)
127 {
128 if (check_inv_recursive (ob, tmp) == NULL)
129 return 1;
130 else
131 continue;
132 }
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 {
146 /* Broke apart a big nasty if into several here to make
147 * this more readable. first check - if the space blocks
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
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;
161 }
162
163 }
164 return 0;
165}
376 166
377/* 167/*
378 * 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
379 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
383 * 173 *
384 * 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.
385 * 175 *
386 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
398 * 188 *
399 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
400 * 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
401 * against the move_block values. 191 * against the move_block values.
402 */ 192 */
403 193bool
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 194object::blocked (maptile *m, int x, int y) const
405 archetype *tmp; 195{
406 int flag; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
407 mapstruct *m1;
408 sint16 sx, sy;
409
410 if(ob==NULL) {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
416 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
417 199
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 200 if (!pos.normalise ())
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 201 return 1;
420 202
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 203 mapspace &ms = *pos;
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
423 204
424 /* find_first_free_spot() calls this function. However, often 205 if (ms.flags () & P_IS_ALIVE)
425 * 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)
426 * 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.
427 */ 211 */
212 if (!move_type && ms.move_block != MOVE_ALL)
213 continue;
428 214
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
430
431 /* 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
432 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
433 */ 217 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 218 if (ms.blocks (move_type))
435 return AB_NO_PASS; 219 return 1;
436
437 } 220 }
221
438 return 0; 222 return 0;
439} 223}
440 224
441/* 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
442 * 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
443 * and insert them properly. 227 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 228 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 229 * This is needed so that we can update the containers weight.
446 */ 230 */
447 231void
448void fix_container(object *container) 232fix_container (object *container)
449{ 233{
450 object *tmp=container->inv, *next; 234 object *tmp = container->inv, *next;
451 235
452 container->inv=NULL; 236 container->inv = 0;
453 while (tmp!=NULL) { 237 while (tmp)
238 {
454 next = tmp->below; 239 next = tmp->below;
455 if (tmp->inv) 240 if (tmp->inv)
456 fix_container(tmp); 241 fix_container (tmp);
242
457 (void) insert_ob_in_ob(tmp,container); 243 insert_ob_in_ob (tmp, container);
458 tmp = next; 244 tmp = next;
459 } 245 }
246
460 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
461 * carrying. 248 //TODO: remove
462 */ 249 container->update_weight ();
463 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);
464} 274}
465 275
466/* 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
467 * 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
468 * 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
469 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
470 * the more sections and not re-add sections for them.
471 */ 280 */
472 281void
473static void link_multipart_objects(mapstruct *m) 282maptile::link_multipart_objects ()
474{ 283{
475 int x,y; 284 if (!spaces)
476 object *tmp, *op, *last, *above; 285 return;
477 archetype *at;
478 286
479 for(x=0;x<MAP_WIDTH(m);x++) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 288 {
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 289 object *op = ms->bot;
482 above=tmp->above; 290 while (op)
483 291 {
484 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 293 if (op->head_ () == op && !op->more && op->arch->more)
294 {
295 op->remove ();
296 op->expand_tail ();
486 297
487 /* If there is nothing more to this object, this for loop 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
488 * won't do anything. 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
489 */ 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
491 op = arch_to_object(at);
492 302
493 /* update x,y coordinates */ 303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
494 op->x += tmp->x; 304 // so we have to reset the iteration through the mapspace
495 op->y += tmp->y; 305 }
496 op->head = tmp; 306 else
497 op->map = m; 307 op = op->above;
498 last->more = op; 308 }
499 if (tmp->name != op->name) {
500 if (op->name) free_string(op->name);
501 op->name = add_string(tmp->name);
502 } 309 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part.
511 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */
514 } /* for objects on this space */
515} 310}
516
517
518 311
519/* 312/*
520 * 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
521 * file pointer. 314 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */
524
525void load_objects (mapstruct *m, FILE *fp, int mapflags) {
526 int i,j,bufstate=LO_NEWFILE;
527 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp;
529
530 op=get_object();
531 op->map = m; /* To handle buttons correctly */
532
533 while((i=load_object(fp,op,bufstate, mapflags))) {
534 /* Since the loading of the map header does not load an object
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */ 315 */
538 bufstate = LO_REPEAT; 316bool
539 317maptile::_load_objects (object_thawer &f)
540 /* if the archetype for the object is null, means that we 318{
541 * got an invalid object. Don't do anything with it - the game 319 for (;;)
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch==NULL) {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
546 continue;
547 }
548
549
550 switch(i) {
551 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight(op);
561
562 prev=op,last_more=op;
563 break;
564
565 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op;
568 break;
569 }
570 if (mapflags & MAP_STYLE) {
571 remove_from_active_list(op);
572 }
573 op=get_object();
574 op->map = m;
575 } 320 {
576 for (i=0;i<m->width;i++){ 321 coroapi::cede_to_tick (); // cede once in a while
577 for (j=0;j<m->height;j++){ 322
323 switch (f.kw)
324 {
325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
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
578 unique =0; 360 continue;
579 /* check for unique items, or unique squares */ 361
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 362 case KW_EOF:
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 363 return true;
582 unique = 1; 364
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 365 default:
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 366 if (!f.parse_error ("map file"))
367 return false;
368 break;
369 }
370
371 f.next ();
585 } 372 }
586 } 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)
587 } 407 {
588 free_object(op); 408 bool unique = 0;
589 link_multipart_objects(m);
590}
591 409
592/* This saves all the objects on the map in a non destructive fashion. 410 for (object *op = spaces [i].bot; op; op = op->above)
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 411 {
594 * and we only save the head of multi part objects - this is needed 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
595 * in order to do map tiling properly. 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);
424 }
425 }
426
427 coroapi::cede_to_tick ();
428
429 return true;
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.
596 */ 449 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 450 width = 16;
598 int i, j = 0,unique=0; 451 height = 16;
599 object *op; 452 timeout = 300;
600 /* first pass - save one-part objects */ 453 max_nrof = 1000; // 1000 items of anything
601 for(i = 0; i < MAP_WIDTH(m); i++) 454 max_volume = 2000000; // 2m³
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 455}
603 unique=0;
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 456
608 if(op->type == PLAYER) { 457maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 458{
610 continue; 459 in_memory = MAP_SWAPPED;
611 }
612 460
613 if (op->head || op->owner) 461 width = w;
614 continue; 462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
615 467
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 468 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 469}
627 470
628/* 471/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 472 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 473 * This basically allocates the dynamic array of spaces for the
666 * map. 474 * map.
667 */ 475 */
668 476void
669void allocate_map(mapstruct *m) { 477maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 478{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 479 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 480 return;
481
482 spaces = salloc0<mapspace> (size ());
696} 483}
697 484
698/* 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
699 * 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
700 * at a later date. 487 * at a later date.
701 * Called by parse_map_headers below. 488 * Called by parse_map_headers below.
702 */ 489 */
703 490static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 491parse_shop_string (const char *input_string)
492{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 494 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 495 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 496 const typedata *current_type;
709 497
710 shop_string=strdup_local(input_string); 498 shop_string = strdup (input_string);
711 p=shop_string; 499 p = shop_string;
712 /* 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 */
713 while (p) { 501 while (p)
502 {
714 p=strchr(p, ';'); 503 p = strchr (p, ';');
715 number_of_entries++; 504 number_of_entries++;
716 if (p) p++; 505 if (p)
506 p++;
717 } 507 }
508
718 p=shop_string; 509 p = shop_string;
719 strip_endline(p); 510 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 511 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 512 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 513 {
514 if (!p)
515 {
724 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");
725 break; 517 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 518 }
519
520 next_semicolon = strchr (p, ';');
521 next_colon = strchr (p, ':');
522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524 items[i].strength = atoi (strchr (p, ':') + 1);
525
526 if (isdigit (*p) || *p == '*')
527 {
528 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529 current_type = get_typedata (items[i].typenum);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].name_pl = current_type->name_pl;
534 }
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
758 items[i].index=number_of_entries; 557 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 558 if (next_semicolon)
760 else p=NULL; 559 p = ++next_semicolon;
560 else
561 p = NULL;
761 } 562 }
563
762 free(shop_string); 564 free (shop_string);
763 return items; 565 return items;
764} 566}
765 567
766/* 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
767 * the map (or something equivilent) into output_string. */ 569 * the map (or something equivilent) into output_string. */
570static void
768static void print_shop_string(mapstruct *m, char *output_string) { 571print_shop_string (maptile *m, char *output_string)
572{
769 int i; 573 int i;
770 char tmp[MAX_BUF]; 574 char tmp[MAX_BUF];
575
771 strcpy(output_string, ""); 576 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 577 for (i = 0; i < m->shopitems[0].index; i++)
578 {
773 if (m->shopitems[i].typenum) { 579 if (m->shopitems[i].typenum)
580 {
774 if (m->shopitems[i].strength) { 581 if (m->shopitems[i].strength)
775 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);
776 } 583 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 584 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 585 }
779 else { 586 else
587 {
780 if (m->shopitems[i].strength) { 588 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 590 else
783 else sprintf(tmp, "*"); 591 sprintf (tmp, "*");
784 } 592 }
593
785 strcat(output_string, tmp); 594 strcat (output_string, tmp);
786 } 595 }
787} 596}
788 597
789/* This loads the header information of the map. The header 598/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 599 * contains things like difficulty, size, timeout, etc.
794 * 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
795 * sense. 604 * sense.
796 * 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
797 * 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.
798 * MSW 2001-07-01 607 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 608 */
801 609bool
802static int load_map_header(FILE *fp, mapstruct *m) 610maptile::_load_header (object_thawer &thawer)
803{ 611{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 612 for (;;)
805 int msgpos=0; 613 {
806 int maplorepos=0; 614 switch (thawer.kw)
615 {
616 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg);
618 break;
807 619
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 620 case KW_lore: // CF+ extension
809 buf[HUGE_BUF-1] = 0; 621 thawer.get_ml (KW_endlore, maplore);
810 key = buf; 622 break;
811 while (isspace(*key)) key++; 623
812 if (*key == 0) continue; /* empty line */ 624 case KW_maplore:
813 value = strchr(key, ' '); 625 thawer.get_ml (KW_endmaplore, maplore);
814 if (!value) { 626 break;
815 end = strchr(key, '\n'); 627
816 if (end != NULL) { 628 case KW_arch:
817 *end = 0; 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 ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
690 }
691
692 thawer.next ();
818 } 693 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 694
839 /* key is the field name, value is what it should be set 695 abort ();
840 * to. We've already done the work to null terminate key,
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853
854 if (!strcmp(key,"msg")) {
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
856 if (!strcmp(buf,"endmsg\n")) break;
857 else {
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959
960 if (tile<1 || tile>4) {
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0;
1007}
1008
1009/*
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, 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 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 696}
1150 697
1151/****************************************************************************** 698/******************************************************************************
1152 * This is the start of unique map handling code 699 * This is the start of unique map handling code
1153 *****************************************************************************/ 700 *****************************************************************************/
1154 701
1155/* 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. */
1156static void delete_unique_items(mapstruct *m) 703void
704maptile::clear_unique_items ()
1157{ 705{
706 for (int i = 0; i < size (); ++i)
707 {
1158 int i,j,unique; 708 int unique = 0;
1159 object *op, *next; 709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
1160 712
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 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))
1167 unique=1; 714 unique = 1;
715
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 717 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 718 op->destroy_inv (false);
1171 remove_button_link(op); 719 op->destroy ();
1172 remove_ob(op); 720 }
1173 free_object(op); 721
1174 } 722 op = above;
723 }
1175 } 724 }
1176 }
1177} 725}
1178 726
727bool
728maptile::_save_header (object_freezer &freezer)
729{
730#define MAP_OUT(k) freezer.put (KW_ ## k, k)
731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 732
1180/* 733 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 734
1189 for (count=0; count<10; count++) { 735 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 736 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 737 MAP_OUT (reset_time);
1192 } 738 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 739 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
742 MAP_OUT (difficulty);
1195 743
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 744 if (default_region) MAP_OUT2 (region, default_region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 745
1204 m->in_memory=MAP_LOADING; 746 if (shopitems)
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(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 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 new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1226 int i;
1227 747 {
1228 if (flag && !*m->path) { 748 char shop[MAX_BUF];
1229 LOG(llevError,"Tried to save map without path.\n");
1230 return -1;
1231 }
1232
1233 if (flag || (m->unique) || (m->templatemap)) {
1234 if (!m->unique && !m->templatemap) { /* flag is set */
1235 if (flag == 2)
1236 strcpy(filename, create_overlay_pathname(m->path));
1237 else
1238 strcpy (filename, create_pathname (m->path));
1239 } else
1240 strcpy (filename, m->path);
1241
1242 /* If the compression suffix already exists on the filename, don't
1243 * put it on again. This nasty looking strcmp checks to see if the
1244 * compression suffix is at the end of the filename already.
1245 */
1246 if (m->compressed &&
1247 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1248 uncomp[m->compressed][0]))
1249 strcat(filename, uncomp[m->compressed][0]);
1250 make_path_to_file(filename);
1251 } else {
1252 if (!m->tmpname)
1253 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1254 strcpy(filename, m->tmpname);
1255 }
1256 LOG(llevDebug,"Saving map %s\n",m->path);
1257 m->in_memory = MAP_SAVING;
1258
1259 unlink (filename); // do not overwrite backups if done via hardlinks
1260
1261 /* Compress if it isn't a temporary save. Do compress if unique */
1262 if (m->compressed && (m->unique || m->templatemap || flag)) {
1263 char buf[MAX_BUF];
1264 strcpy(buf, uncomp[m->compressed][2]);
1265 strcat(buf, " > ");
1266 strcat(buf, filename);
1267 fp = popen(buf, "w");
1268 } else
1269 fp = fopen(filename, "w");
1270
1271 if(fp == NULL) {
1272 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1273 return -1;
1274 }
1275
1276 /* legacy */
1277 fprintf(fp,"arch map\n");
1278 if (m->name) fprintf(fp,"name %s\n", m->name);
1279 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1280 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1281 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1282 /* we unfortunately have no idea if this is a value the creator set
1283 * or a difficulty value we generated when the map was first loaded
1284 */
1285 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1286 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1287 if (m->shopitems) {
1288 print_shop_string(m, shop); 749 print_shop_string (this, shop);
1289 fprintf(fp,"shopitems %s\n", shop); 750 MAP_OUT2 (shopitems, shop);
1290 }
1291 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1292#ifndef WIN32
1293 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1294 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1295#else
1296 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1297 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1298#endif
1299 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1300 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1301 if (m->width) fprintf(fp,"width %d\n", m->width);
1302 if (m->height) fprintf(fp,"height %d\n", m->height);
1303 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1304 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1305 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1306 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1307 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1308 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1309 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1310 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1311 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1312 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1313 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1314 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1315 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1316 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1317 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1318
1319 /* Save any tiling information, except on overlays */
1320 if (flag != 2)
1321 for (i=0; i<4; i++)
1322 if (m->tile_path[i])
1323 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1324
1325 fprintf(fp,"end\n");
1326
1327 /* In the game save unique items in the different file, but
1328 * in the editor save them to the normal map file.
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 fp2 = fp; /* save unique items into fp2 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 unlink (buf); // unlink here too, so that we have backups when using hard links
1336 if ((fp2 = fopen (buf, "w")) == NULL) {
1337 LOG(llevError, "Can't open unique items file %s\n", buf);
1338 }
1339 if (flag == 2)
1340 save_objects(m, fp, fp2, 2);
1341 else
1342 save_objects (m, fp, fp2, 0);
1343 if (fp2 != NULL) {
1344 if (ftell (fp2) == 0) {
1345 fclose (fp2);
1346 unlink (buf);
1347 } else {
1348 fclose (fp2);
1349 chmod (buf, SAVE_MODE);
1350 } 751 }
1351 }
1352 } else { /* save same file when not playing, like in editor */
1353 save_objects(m, fp, fp, 0);
1354 }
1355 752
1356 if (m->compressed && (m->unique || m->templatemap || flag)) 753 MAP_OUT (shopgreed);
1357 pclose(fp); 754 MAP_OUT (shopmin);
1358 else 755 MAP_OUT (shopmax);
1359 fclose(fp); 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);
1360 762
1361 chmod (filename, SAVE_MODE); 763 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
764 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
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
785 return true;
786}
787
788bool
789maptile::_save_header (const char *path)
790{
791 object_freezer freezer;
792
793 if (!_save_header (freezer))
1362 return 0; 794 return false;
1363}
1364 795
1365 796 return freezer.save (path);
1366/*
1367 * Remove and free all objects in the inventory of the given object.
1368 * object.c ?
1369 */
1370
1371void clean_object(object *op)
1372{
1373 object *tmp, *next;
1374
1375 for(tmp = op->inv; tmp; tmp = next)
1376 {
1377 next = tmp->below;
1378 clean_object(tmp);
1379 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1380 remove_button_link(tmp);
1381 remove_ob(tmp);
1382 free_object(tmp);
1383 }
1384} 797}
1385 798
1386/* 799/*
1387 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
1388 */ 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;
1389 813
1390void free_all_objects(mapstruct *m) { 814 op->flag [FLAG_REMOVED] = true;
1391 int i,j;
1392 object *op;
1393 815
1394 for(i=0;i<MAP_WIDTH(m);i++) 816 object *head = op->head_ ();
1395 for(j=0;j<MAP_HEIGHT(m);j++) { 817 if (op == head)
1396 object *previous_obj=NULL; 818 {
1397 while((op=GET_MAP_OB(m,i,j))!=NULL) { 819 op->destroy_inv (false);
1398 if (op==previous_obj) { 820 op->destroy ();
1399 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 821 }
1400 break; 822 else if (head->map != op->map)
1401 } 823 {
1402 previous_obj=op; 824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1403 if(op->head!=NULL) 825 head->destroy ();
1404 op = op->head; 826 }
827 }
1405 828
1406 /* If the map isn't in memory, free_object will remove and 829 sfree0 (spaces, size ());
1407 * free objects in op's inventory. So let it do the job.
1408 */
1409 if (m->in_memory==MAP_IN_MEMORY)
1410 clean_object(op);
1411 remove_ob(op);
1412 free_object(op);
1413 } 830 }
1414 } 831
1415#ifdef MANY_CORES 832 if (buttons)
1416 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 833 free_objectlinkpt (buttons), buttons = 0;
1417 * an item on that map was not saved - look for that condition and die as appropriate - 834
1418 * this leaves more of the map data intact for better debugging. 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.
1419 */ 864 */
1420 for (op=objects; op!=NULL; op=op->next) { 865 for (int i = 0; i < 4; i++)
1421 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 866 if (tile_map[i] == m)
1422 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 867 tile_map[i] = 0;
1423 abort(); 868}
1424 } 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;
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 ();
1425 } 942 }
1426#endif
1427} 943}
1428 944
1429/* 945/*
1430 * Frees everything allocated by the given mapstructure. 946 * Updates every button on the map (by calling update_button() for them).
1431 * don't free tmpname - our caller is left to do that
1432 */
1433
1434void free_map(mapstruct *m,int flag) {
1435 int i;
1436
1437 if (!m->in_memory) {
1438 LOG(llevError,"Trying to free freed map.\n");
1439 return;
1440 }
1441 if (flag && m->spaces) free_all_objects(m);
1442 if (m->name) FREE_AND_CLEAR(m->name);
1443 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1444 if (m->msg) FREE_AND_CLEAR(m->msg);
1445 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1446 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1447 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1448 if (m->buttons)
1449 free_objectlinkpt(m->buttons);
1450 m->buttons = NULL;
1451 for (i=0; i<4; i++) {
1452 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1453 m->tile_map[i] = NULL;
1454 }
1455 m->in_memory = MAP_SWAPPED;
1456}
1457
1458/*
1459 * function: vanish mapstruct
1460 * m : pointer to mapstruct, if NULL no action
1461 * this deletes all the data on the map (freeing pointers)
1462 * and then removes this map from the global linked list of maps.
1463 */
1464
1465void delete_map(mapstruct *m) {
1466 mapstruct *tmp, *last;
1467 int i;
1468
1469 if (!m)
1470 return;
1471 if (m->in_memory == MAP_IN_MEMORY) {
1472 /* change to MAP_SAVING, even though we are not,
1473 * so that remove_ob doesn't do as much work.
1474 */ 947 */
1475 m->in_memory = MAP_SAVING; 948void
1476 free_map (m, 1); 949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
1477 } 966 }
1478 /* move this out of free_map, since tmpname can still be needed if
1479 * the map is swapped out.
1480 */
1481 if (m->tmpname) {
1482 free(m->tmpname);
1483 m->tmpname=NULL;
1484 }
1485 last = NULL;
1486 /* We need to look through all the maps and see if any maps
1487 * are pointing at this one for tiling information. Since
1488 * tiling can be assymetric, we just can not look to see which
1489 * maps this map tiles with and clears those.
1490 */
1491 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1492 if (tmp->next == m) last = tmp;
1493
1494 /* This should hopefully get unrolled on a decent compiler */
1495 for (i=0; i<4; i++)
1496 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1497 }
1498
1499 /* If last is null, then this should be the first map in the list */
1500 if (!last) {
1501 if (m == first_map)
1502 first_map = m->next;
1503 else
1504 /* m->path is a static char, so should hopefully still have
1505 * some useful data in it.
1506 */
1507 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1508 m->path);
1509 }
1510 else
1511 last->next = m->next;
1512
1513 free (m);
1514} 967}
1515
1516
1517
1518/*
1519 * Makes sure the given map is loaded and swapped in.
1520 * name is path name of the map.
1521 * flags meaning:
1522 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1523 * and don't do unique items or the like.
1524 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1525 * dont do any more name translation on it.
1526 *
1527 * Returns a pointer to the given map.
1528 */
1529
1530mapstruct *ready_map_name(const char *name, int flags) {
1531 mapstruct *m;
1532
1533 if (!name)
1534 return (NULL);
1535
1536 /* Have we been at this level before? */
1537 m = has_been_loaded (name);
1538
1539 /* Map is good to go, so just return it */
1540 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1541 return m;
1542 }
1543
1544 /* unique maps always get loaded from their original location, and never
1545 * a temp location. Likewise, if map_flush is set, or we have never loaded
1546 * this map, load it now. I removed the reset checking from here -
1547 * it seems the probability of a player trying to enter a map that should
1548 * reset but hasn't yet is quite low, and removing that makes this function
1549 * a bit cleaner (and players probably shouldn't rely on exact timing for
1550 * resets in any case - if they really care, they should use the 'maps command.
1551 */
1552 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1553
1554 /* first visit or time to reset */
1555 if (m) {
1556 clean_tmp_map(m); /* Doesn't make much difference */
1557 delete_map(m);
1558 }
1559
1560 /* create and load a map */
1561 if (flags & MAP_PLAYER_UNIQUE)
1562 LOG(llevDebug, "Trying to load map %s.\n", name);
1563 else
1564 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1565
1566 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1567 return (NULL);
1568
1569 fix_auto_apply(m); /* Chests which open as default */
1570
1571 /* If a player unique map, no extra unique object file to load.
1572 * if from the editor, likewise.
1573 */
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1575 load_unique_objects(m);
1576
1577 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1578 m=load_overlay_map(name, m);
1579 if (m==NULL)
1580 return NULL;
1581 }
1582
1583 } else {
1584 /* If in this loop, we found a temporary map, so load it up. */
1585
1586 m=load_temporary_map (m);
1587 if(m==NULL) return NULL;
1588 load_unique_objects(m);
1589
1590 clean_tmp_map(m);
1591 m->in_memory = MAP_IN_MEMORY;
1592 /* tempnam() on sun systems (probably others) uses malloc
1593 * to allocated space for the string. Free it here.
1594 * In some cases, load_temporary_map above won't find the
1595 * temporary map, and so has reloaded a new map. If that
1596 * is the case, tmpname is now null
1597 */
1598 if (m->tmpname) free(m->tmpname);
1599 m->tmpname = NULL;
1600 /* It's going to be saved anew anyway */
1601 }
1602
1603 /* Below here is stuff common to both first time loaded maps and
1604 * temp maps.
1605 */
1606
1607 decay_objects(m); /* start the decay */
1608 /* In case other objects press some buttons down */
1609 update_buttons(m);
1610 if (m->outdoor)
1611 set_darkness_map(m);
1612 /* run the weather over this map */
1613 weather_effect(name);
1614 return m;
1615}
1616
1617 968
1618/* 969/*
1619 * 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.
1620 * difficulty does not have a lot to do with character level, 971 * difficulty does not have a lot to do with character level,
1621 * 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.
1623 * 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
1624 * 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
1625 * have a difficulty set than using this function - human calculation 976 * have a difficulty set than using this function - human calculation
1626 * is much better than this functions guesswork. 977 * is much better than this functions guesswork.
1627 */ 978 */
1628 979int
1629int calculate_difficulty(mapstruct *m) { 980maptile::estimate_difficulty () const
1630 object *op; 981{
1631 archetype *at;
1632 int x, y, i, diff;
1633 long monster_cnt = 0; 982 long monster_cnt = 0;
1634 double avgexp = 0; 983 double avgexp = 0;
1635 sint64 total_exp = 0; 984 sint64 total_exp = 0;
1636 985
1637 if (MAP_DIFFICULTY (m)) 986 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1638 { 987 for (object *op = ms->bot; op; op = op->above)
1639 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1640 return MAP_DIFFICULTY (m);
1641 }
1642
1643 for(x = 0; x < MAP_WIDTH(m); x++)
1644 for(y = 0; y < MAP_HEIGHT(m); y++)
1645 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1646 { 988 {
1647 if(QUERY_FLAG (op, FLAG_MONSTER)) 989 if (QUERY_FLAG (op, FLAG_MONSTER))
1648 { 990 {
1649 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
1650 monster_cnt++; 992 monster_cnt++;
1651 } 993 }
1652 994
1653 if(QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1654 { 996 {
1655 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1656 at = type_to_archetype(GENERATE_TYPE (op));
1657 998
1658 if(at != NULL) 999 if (archetype *at = op->other_arch)
1000 {
1659 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1660
1661 monster_cnt++; 1002 monster_cnt++;
1662 } 1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1663 } 1010 }
1011 }
1664 1012
1665 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1666 1014
1667 for (i = 1; i <= settings.max_level; i++) 1015 for (int i = 1; i <= settings.max_level; i++)
1668 {
1669 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))
1670 {
1671 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1672 return i; 1017 return i;
1673 }
1674 }
1675 1018
1676 return 1; 1019 return 1;
1677}
1678
1679void clean_tmp_map(mapstruct *m) {
1680 if(m->tmpname == NULL)
1681 return;
1682 if (clean_temporary_map_callback)
1683 clean_temporary_map_callback (m);
1684 (void) unlink(m->tmpname);
1685}
1686
1687void free_all_maps(void)
1688{
1689 int real_maps=0;
1690
1691 while (first_map) {
1692 /* I think some of the callers above before it gets here set this to be
1693 * saving, but we still want to free this data
1694 */
1695 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1696 delete_map(first_map);
1697 real_maps++;
1698 }
1699 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1700} 1020}
1701 1021
1702/* change_map_light() - used to change map light level (darkness) 1022/* change_map_light() - used to change map light level (darkness)
1703 * up or down. Returns true if successful. It should now be 1023 * up or down. Returns true if successful. It should now be
1704 * possible to change a value by more than 1. 1024 * possible to change a value by more than 1.
1705 * 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
1706 * to maps than los. 1026 * to maps than los.
1707 * postive values make it darker, negative make it brighter 1027 * postive values make it darker, negative make it brighter
1708 */ 1028 */
1709 1029int
1710int change_map_light(mapstruct *m, int change) { 1030maptile::change_map_light (int change)
1031{
1711 int new_level = m->darkness + change; 1032 int new_level = darkness + change;
1712 1033
1713 /* Nothing to do */ 1034 /* Nothing to do */
1714 if(!change || (new_level <= 0 && m->darkness == 0) || 1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1715 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1716 return 0; 1036 return 0;
1717 }
1718 1037
1719 /* inform all players on the map */ 1038 /* inform all players on the map */
1720 if (change>0) 1039 if (change > 0)
1721 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1722 else 1041 else
1723 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1724 1043
1725 /* Do extra checking. since m->darkness is a unsigned value, 1044 /* Do extra checking. since darkness is a unsigned value,
1726 * we need to be extra careful about negative values. 1045 * we need to be extra careful about negative values.
1727 * In general, the checks below are only needed if change 1046 * In general, the checks below are only needed if change
1728 * is not +/-1 1047 * is not +/-1
1729 */ 1048 */
1730 if (new_level < 0) m->darkness = 0; 1049 if (new_level < 0)
1731 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
1732 else m->darkness=new_level; 1054 darkness = new_level;
1733 1055
1734 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1735 update_all_map_los(m); 1057 update_all_map_los (this);
1058
1736 return 1; 1059 return 1;
1737} 1060}
1738
1739 1061
1740/* 1062/*
1741 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1742 * on the map (what it looks like, whether it blocks magic, 1064 * on the map (what it looks like, whether it blocks magic,
1743 * has a living creatures, prevents people from passing 1065 * has a living creatures, prevents people from passing
1744 * through, etc) 1066 * through, etc)
1745 */ 1067 */
1746void update_position (mapstruct *m, int x, int y) { 1068void
1747 object *tmp, *last = NULL; 1069mapspace::update_ ()
1748 uint8 flags = 0, oldflags, light=0, anywhere=0; 1070{
1749 New_Face *top,*floor, *middle; 1071 object *last = 0;
1750 object *top_obj, *floor_obj, *middle_obj; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1751 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;
1752 1074
1753 oldflags = GET_MAP_FLAGS(m,x,y); 1075 //object *middle = 0;
1754 if (!(oldflags & P_NEED_UPDATE)) { 1076 //object *top = 0;
1755 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1077 //object *floor = 0;
1756 m->path, x, y); 1078 // this seems to generate better code than using locals, above
1757 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)
1758 } 1084 {
1759
1760 middle=blank_face;
1761 top=blank_face;
1762 floor=blank_face;
1763
1764 middle_obj = NULL;
1765 top_obj = NULL;
1766 floor_obj = NULL;
1767
1768 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1769
1770 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1771 * 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
1772 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1773 * it is a disapation factor that is squared (or is it cubed?) 1088 * it is a dissapation factor that is cubed.
1774 */ 1089 */
1775 if (tmp->glow_radius > light) light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1776 1091
1777 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1778 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1779 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1780 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1781 * functions the move_player calls eventualy call this. 1096 * functions the move_player calls eventualy call this.
1782 * 1097 *
1783 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1784 */ 1099 */
1785 if (!tmp->invisible) { 1100 if (!tmp->invisible)
1101 {
1786 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1787 top = tmp->face; 1103 top = tmp;
1788 top_obj = tmp;
1789 }
1790 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1105 {
1791 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1792 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1793 */ 1108 */
1794 middle=blank_face; 1109 middle = 0;
1795 top=blank_face; 1110 top = 0;
1796 floor = tmp->face; 1111 floor = tmp;
1797 floor_obj = tmp; 1112 }
1798 }
1799 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1800 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1801 middle = tmp->face; 1115 {
1116 middle = tmp;
1117 anywhere = 1;
1118 }
1802 1119
1803 middle_obj = tmp;
1804 anywhere =1;
1805 }
1806 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1807 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1808 * top 1122 * top
1809 */ 1123 */
1810 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1811 middle = tmp->face; 1125 middle = tmp;
1812 middle_obj = tmp; 1126 }
1813 } 1127
1814 }
1815 if (tmp==tmp->above) { 1128 if (tmp == tmp->above)
1129 {
1816 LOG(llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1817 exit (-1); 1131 exit (-1);
1818 }
1819 1132 }
1133
1820 move_slow |= tmp->move_slow; 1134 move_slow |= tmp->move_slow;
1821 move_block |= tmp->move_block; 1135 move_block |= tmp->move_block;
1822 move_on |= tmp->move_on; 1136 move_on |= tmp->move_on;
1823 move_off |= tmp->move_off; 1137 move_off |= tmp->move_off;
1824 move_allow |= tmp->move_allow; 1138 move_allow |= tmp->move_allow;
1825 1139
1826 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1827 flags |= P_IS_ALIVE; 1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1828 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1142 if (tmp->type == PLAYER) flags |= P_PLAYER;
1829 flags |= P_NO_MAGIC; 1143 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1830 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1144 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1831 flags |= P_NO_CLERIC; 1145 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1832 if (tmp->type == SAFE_GROUND)
1833 flags |= P_SAFE;
1834
1835 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1836 flags |= P_BLOCKSVIEW;
1837 } /* for stack of objects */
1838
1839 /* we don't want to rely on this function to have accurate flags, but
1840 * since we're already doing the work, we calculate them here.
1841 * if they don't match, logic is broken someplace.
1842 */
1843 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1844 (!(oldflags & P_NO_ERROR))) {
1845 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1846 m->path, x, y,
1847 (oldflags & ~P_NEED_UPDATE), flags);
1848 } 1146 }
1849 SET_MAP_FLAGS(m, x, y, flags);
1850 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1851 SET_MAP_MOVE_ON(m, x, y, move_on);
1852 SET_MAP_MOVE_OFF(m, x, y, move_off);
1853 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1854 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
1855 /* At this point, we have a floor face (if there is a floor), 1155 /* At this point, we have a floor face (if there is a floor),
1856 * and the floor is set - we are not going to touch it at 1156 * and the floor is set - we are not going to touch it at
1857 * this point. 1157 * this point.
1858 * middle contains the highest visibility face. 1158 * middle contains the highest visibility face.
1859 * top contains a player/monster face, if there is one. 1159 * top contains a player/monster face, if there is one.
1860 * 1160 *
1861 * We now need to fill in top.face and/or middle.face. 1161 * We now need to fill in top.face and/or middle.face.
1862 */ 1162 */
1863 1163
1864 /* If the top face also happens to be high visibility, re-do our 1164 /* If the top face also happens to be high visibility, re-do our
1865 * middle face. This should not happen, as we already have the 1165 * middle face. This should not happen, as we already have the
1866 * else statement above so middle should not get set. OTOH, it 1166 * else statement above so middle should not get set. OTOH, it
1867 * may be possible for the faces to match but be different objects. 1167 * may be possible for the faces to match but be different objects.
1868 */ 1168 */
1869 if (top == middle) middle=blank_face; 1169 if (top == middle)
1170 middle = 0;
1870 1171
1871 /* There are three posibilities at this point: 1172 /* There are three posibilities at this point:
1872 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1873 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1874 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1875 */ 1176 */
1876 1177
1877 for (tmp=last; tmp; tmp=tmp->below) { 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1179 {
1878 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1879 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1182 break;
1880 1183
1881 /* If two top faces are already set, quit processing */ 1184 /* If two top faces are already set, quit processing */
1882 if ((top != blank_face) && (middle != blank_face)) break; 1185 if (top && middle)
1186 break;
1883 1187
1884 /* Only show visible faces, unless its the editor - show all */ 1188 /* Only show visible faces */
1885 if (!tmp->invisible || editor) { 1189 if (!tmp->invisible)
1190 {
1886 /* Fill in top if needed */ 1191 /* Fill in top if needed */
1887 if (top == blank_face) { 1192 if (!top)
1888 top = tmp->face; 1193 {
1889 top_obj = tmp; 1194 top = tmp;
1890 if (top == middle) middle=blank_face; 1195 if (top == middle)
1891 } else { 1196 middle = 0;
1197 }
1198 else
1199 {
1892 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1893 * middle is not set 1201 * middle is not set
1894 * 1202 *
1895 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1896 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1897 * 1205 *
1898 */ 1206 */
1899 if (tmp->face != top ) { 1207 if (tmp != top)
1900 middle = tmp->face; 1208 {
1901 middle_obj = tmp; 1209 middle = tmp;
1902 break; 1210 break;
1903 } 1211 }
1212 }
1213 }
1904 } 1214 }
1905 }
1906 }
1907 if (middle == floor) middle = blank_face;
1908 if (top == middle) middle = blank_face;
1909 SET_MAP_FACE(m,x,y,top,0);
1910 if(top != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1914 SET_MAP_FACE(m,x,y,middle,1);
1915 if(middle != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1919 SET_MAP_FACE(m,x,y,floor,2);
1920 if(floor != blank_face)
1921 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1922 else
1923 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1924 SET_MAP_LIGHT(m,x,y,light);
1925}
1926 1215
1216 if (middle == floor)
1217 middle = 0;
1927 1218
1928void set_map_reset_time(mapstruct *map) { 1219 if (top == middle)
1929 int timeout; 1220 middle = 0;
1930 1221
1931 timeout = MAP_RESET_TIMEOUT(map); 1222#if 0
1932 if (timeout <= 0) 1223 faces_obj [0] = top;
1933 timeout = MAP_DEFAULTRESET; 1224 faces_obj [1] = middle;
1934 if (timeout >= MAP_MAXRESET) 1225 faces_obj [2] = floor;
1935 timeout = MAP_MAXRESET; 1226#endif
1936 MAP_WHEN_RESET(map) = seconds()+timeout;
1937} 1227}
1938 1228
1939/* this updates the orig_map->tile_map[tile_num] value after loading 1229uint64
1940 * the map. It also takes care of linking back the freshly loaded 1230mapspace::volume () const
1941 * maps tile_map values if it tiles back to this one. It returns
1942 * the value of orig_map->tile_map[tile_num]. It really only does this
1943 * so that it is easier for calling functions to verify success.
1944 */
1945
1946static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1947{ 1231{
1948 int dest_tile = (tile_num +2) % 4; 1232 uint64 vol = 0;
1949 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1950 1233
1951 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 ();
1952 1236
1953 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1237 return vol;
1954 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1238}
1955 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1956 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1957 1239
1958 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;
1959} 1253}
1960 1254
1961/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1962 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1963 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1964 * This is the function should always be used when it 1258 * This is the function should always be used when it
1965 * necessary to check for valid coordinates. 1259 * necessary to check for valid coordinates.
1966 * This function will recursively call itself for the 1260 * This function will recursively call itself for the
1967 * tiled maps. 1261 * tiled maps.
1968 * 1262 */
1969 * 1263int
1970 */
1971int out_of_map(mapstruct *m, int x, int y) 1264out_of_map (maptile *m, int x, int y)
1972{ 1265{
1973
1974 /* If we get passed a null map, this is obviously the 1266 /* If we get passed a null map, this is obviously the
1975 * case. This generally shouldn't happen, but if the 1267 * case. This generally shouldn't happen, but if the
1976 * map loads fail below, it could happen. 1268 * map loads fail below, it could happen.
1977 */ 1269 */
1978 if (!m) return 0; 1270 if (!m)
1979
1980 if (x<0) {
1981 if (!m->tile_path[3]) return 1;
1982 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1983 load_and_link_tiled_map(m, 3);
1984 }
1985 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1986 }
1987 if (x>=MAP_WIDTH(m)) {
1988 if (!m->tile_path[1]) return 1;
1989 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1990 load_and_link_tiled_map(m, 1);
1991 }
1992 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1993 }
1994 if (y<0) {
1995 if (!m->tile_path[0]) return 1;
1996 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1997 load_and_link_tiled_map(m, 0);
1998 }
1999 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2000 }
2001 if (y>=MAP_HEIGHT(m)) {
2002 if (!m->tile_path[2]) return 1;
2003 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2004 load_and_link_tiled_map(m, 2);
2005 }
2006 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2007 }
2008
2009 /* Simple case - coordinates are within this local
2010 * map.
2011 */
2012 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;
2013} 1309}
2014 1310
2015/* This is basically the same as out_of_map above, but 1311/* This is basically the same as out_of_map above, but
2016 * instead we return NULL if no map is valid (coordinates 1312 * instead we return NULL if no map is valid (coordinates
2017 * out of bounds and no tiled map), otherwise it returns 1313 * out of bounds and no tiled map), otherwise it returns
2018 * the map as that the coordinates are really on, and 1314 * the map as that the coordinates are really on, and
2019 * updates x and y to be the localized coordinates. 1315 * updates x and y to be the localised coordinates.
2020 * Using this is more efficient of calling out_of_map 1316 * Using this is more efficient of calling out_of_map
2021 * and then figuring out what the real map is 1317 * and then figuring out what the real map is
2022 */ 1318 */
2023mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1319maptile *
1320maptile::xy_find (sint16 &x, sint16 &y)
2024{ 1321{
2025 1322 if (x < 0)
2026 if (*x<0) {
2027 if (!m->tile_path[3]) return NULL;
2028 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2029 load_and_link_tiled_map(m, 3);
2030
2031 *x += MAP_WIDTH(m->tile_map[3]);
2032 return (get_map_from_coord(m->tile_map[3], x, y));
2033 } 1323 {
2034 if (*x>=MAP_WIDTH(m)) { 1324 if (!tile_available (3))
2035 if (!m->tile_path[1]) return NULL; 1325 return 0;
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map(m, 1);
2038 1326
2039 *x -= MAP_WIDTH(m); 1327 x += tile_map[3]->width;
2040 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)
2041 } 1332 {
2042 if (*y<0) { 1333 if (!tile_available (1))
2043 if (!m->tile_path[0]) return NULL; 1334 return 0;
2044 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2045 load_and_link_tiled_map(m, 0);
2046 1335
2047 *y += MAP_HEIGHT(m->tile_map[0]); 1336 x -= width;
2048 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)
2049 } 1341 {
2050 if (*y>=MAP_HEIGHT(m)) { 1342 if (!tile_available (0))
2051 if (!m->tile_path[2]) return NULL; 1343 return 0;
2052 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2053 load_and_link_tiled_map(m, 2);
2054 1344
2055 *y -= MAP_HEIGHT(m); 1345 y += tile_map[0]->height;
2056 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)
2057 } 1350 {
1351 if (!tile_available (2))
1352 return 0;
2058 1353
1354 y -= height;
1355 return tile_map[2]->xy_find (x, y);
1356 }
1357
2059 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
2060 * map. 1359 * map.
2061 */ 1360 */
2062 1361 return this;
2063 return m;
2064} 1362}
2065 1363
2066/** 1364/**
2067 * 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
2068 * map1 to map2 in dx/dy. 1366 * map1 to map2 in dx/dy.
2069 */ 1367 */
1368int
2070static 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{
2071 if (!map1 || !map2) 1371 if (!map1 || !map2)
2072 return 0; 1372 return 0;
2073 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!)
2074 if (map1 == map2) { 1376 if (map1 == map2)
1377 {
2075 *dx = 0; 1378 *dx = 0;
2076 *dy = 0; 1379 *dy = 0;
2077 1380 }
2078 } else if (map1->tile_map[0] == map2) { /* up */ 1381 else if (map1->tile_map[0] == map2)
1382 { /* up */
2079 *dx = 0; 1383 *dx = 0;
2080 *dy = -MAP_HEIGHT(map2); 1384 *dy = -map2->height;
1385 }
2081 } else if (map1->tile_map[1] == map2) { /* right */ 1386 else if (map1->tile_map[1] == map2)
2082 *dx = MAP_WIDTH(map1); 1387 { /* right */
1388 *dx = map1->width;
2083 *dy = 0; 1389 *dy = 0;
1390 }
2084 } else if (map1->tile_map[2] == map2) { /* down */ 1391 else if (map1->tile_map[2] == map2)
1392 { /* down */
2085 *dx = 0; 1393 *dx = 0;
2086 *dy = MAP_HEIGHT(map1); 1394 *dy = map1->height;
1395 }
2087 } else if (map1->tile_map[3] == map2) { /* left */ 1396 else if (map1->tile_map[3] == map2)
2088 *dx = -MAP_WIDTH(map2); 1397 { /* left */
1398 *dx = -map2->width;
2089 *dy = 0; 1399 *dy = 0;
2090 1400 }
2091 } 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 */
2092 *dx = MAP_WIDTH(map1->tile_map[0]); 1403 *dx = map1->tile_map[0]->width;
2093 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1404 *dy = -map1->tile_map[0]->height;
1405 }
2094 } 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)
2095 *dx = -MAP_WIDTH(map2); 1407 { /* up left */
2096 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1408 *dx = -map2->width;
1409 *dy = -map1->tile_map[0]->height;
1410 }
2097 } 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)
2098 *dx = MAP_WIDTH(map1); 1412 { /* right up */
2099 *dy = -MAP_HEIGHT(map2); 1413 *dx = map1->width;
1414 *dy = -map2->height;
1415 }
2100 } 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)
2101 *dx = MAP_WIDTH(map1); 1417 { /* right down */
2102 *dy = MAP_HEIGHT(map1->tile_map[1]); 1418 *dx = map1->width;
1419 *dy = map1->tile_map[1]->height;
1420 }
2103 } 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 */
2104 *dx = MAP_WIDTH(map1->tile_map[2]); 1423 *dx = map1->tile_map[2]->width;
2105 *dy = MAP_HEIGHT(map1); 1424 *dy = map1->height;
1425 }
2106 } 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)
2107 *dx = -MAP_WIDTH(map2); 1427 { /* down left */
2108 *dy = MAP_HEIGHT(map1); 1428 *dx = -map2->width;
1429 *dy = map1->height;
1430 }
2109 } 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 */
2110 *dx = -MAP_WIDTH(map1->tile_map[3]); 1433 *dx = -map1->tile_map[3]->width;
2111 *dy = -MAP_HEIGHT(map2); 1434 *dy = -map2->height;
1435 }
2112 } 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 */
2113 *dx = -MAP_WIDTH(map1->tile_map[3]); 1438 *dx = -map1->tile_map[3]->width;
2114 *dy = MAP_HEIGHT(map1->tile_map[3]); 1439 *dy = map1->tile_map[3]->height;
2115
2116 } else { /* not "adjacent" enough */
2117 return 0;
2118 } 1440 }
2119 1441 else
2120 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);
2121} 1462}
2122 1463
2123/* From map.c 1464/* From map.c
2124 * This is used by get_player to determine where the other 1465 * This is used by get_player to determine where the other
2125 * creature is. get_rangevector takes into account map tiling, 1466 * creature is. get_rangevector takes into account map tiling,
2126 * 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
2127 * righte value. distance_x/y are distance away, which 1468 * righte value. distance_x/y are distance away, which
2128 * can be negativbe. direction is the crossfire direction scheme 1469 * can be negative. direction is the crossfire direction scheme
2129 * that the creature should head. part is the part of the 1470 * that the creature should head. part is the part of the
2130 * monster that is closest. 1471 * monster that is closest.
2131 * 1472 *
2132 * get_rangevector looks at op1 and op2, and fills in the 1473 * get_rangevector looks at op1 and op2, and fills in the
2133 * structure for op1 to get to op2. 1474 * structure for op1 to get to op2.
2138 * be unexpected 1479 * be unexpected
2139 * 1480 *
2140 * currently, the only flag supported (0x1) is don't translate for 1481 * currently, the only flag supported (0x1) is don't translate for
2141 * closest body part of 'op1' 1482 * closest body part of 'op1'
2142 */ 1483 */
2143 1484void
2144void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1486{
2145 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 {
2146 /* be conservative and fill in _some_ data */ 1489 /* be conservative and fill in _some_ data */
2147 retval->distance = 100000; 1490 retval->distance = 10000;
2148 retval->distance_x = 32767; 1491 retval->distance_x = 10000;
2149 retval->distance_y = 32767; 1492 retval->distance_y = 10000;
2150 retval->direction = 0; 1493 retval->direction = 0;
2151 retval->part = 0; 1494 retval->part = 0;
2152 } else { 1495 }
1496 else
1497 {
2153 object *best; 1498 object *best;
2154 1499
2155 retval->distance_x += op2->x-op1->x; 1500 retval->distance_x += op2->x - op1->x;
2156 retval->distance_y += op2->y-op1->y; 1501 retval->distance_y += op2->y - op1->y;
2157 1502
2158 best = op1; 1503 best = op1;
2159 /* If this is multipart, find the closest part now */ 1504 /* If this is multipart, find the closest part now */
2160 if (!(flags&0x1) && op1->more) { 1505 if (!(flags & 0x1) && op1->more)
2161 object *tmp; 1506 {
2162 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;
2163 retval->distance_y*retval->distance_y, tmpi;
2164 1508
2165 /* 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
2166 * distance instead of doing all that work above again 1510 * distance instead of doing all that work above again
2167 * since the distance fields we set above are positive in the 1511 * since the distance fields we set above are positive in the
2168 * same axis as is used for multipart objects, the simply arithmetic 1512 * same axis as is used for multipart objects, the simply arithmetic
2169 * below works. 1513 * below works.
2170 */ 1514 */
2171 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1515 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1516 {
2172 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) +
2173 (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);
2174 if (tmpi < best_distance) { 1519 if (tmpi < best_distance)
1520 {
2175 best_distance = tmpi; 1521 best_distance = tmpi;
2176 best = tmp; 1522 best = tmp;
2177 } 1523 }
2178 } 1524 }
1525
2179 if (best != op1) { 1526 if (best != op1)
1527 {
2180 retval->distance_x += op1->x-best->x; 1528 retval->distance_x += op1->x - best->x;
2181 retval->distance_y += op1->y-best->y; 1529 retval->distance_y += op1->y - best->y;
2182 } 1530 }
2183 } 1531 }
1532
2184 retval->part = best; 1533 retval->part = best;
2185 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));
2186 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2187 } 1536 }
2188} 1537}
2189 1538
2190/* 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
2191 * the first parameter being an object, it instead is the map 1540 * the first parameter being an object, it instead is the map
2195 * 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
2196 * 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
2197 * 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
2198 * field of the rv_vector is set to NULL. 1547 * field of the rv_vector is set to NULL.
2199 */ 1548 */
2200 1549void
2201void 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{
2202 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 {
2203 /* be conservative and fill in _some_ data */ 1554 /* be conservative and fill in _some_ data */
2204 retval->distance = 100000; 1555 retval->distance = 100000;
2205 retval->distance_x = 32767; 1556 retval->distance_x = 32767;
2206 retval->distance_y = 32767; 1557 retval->distance_y = 32767;
2207 retval->direction = 0; 1558 retval->direction = 0;
2208 retval->part = 0; 1559 retval->part = 0;
2209 } else { 1560 }
1561 else
1562 {
2210 retval->distance_x += op2->x-x; 1563 retval->distance_x += op2->x - x;
2211 retval->distance_y += op2->y-y; 1564 retval->distance_y += op2->y - y;
2212 1565
2213 retval->part = NULL; 1566 retval->part = NULL;
2214 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);
2215 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2216 } 1569 }
2217} 1570}
2218 1571
2219/* 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
2220 * (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
2221 * 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
2222 * to op1, this will still return false. 1575 * to op1, this will still return false.
2223 * 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
2224 * and efficient. This could probably be a macro. 1577 * and efficient. This could probably be a macro.
2225 * MSW 2001-08-05 1578 * MSW 2001-08-05
2226 */ 1579 */
1580int
2227int on_same_map(const object *op1, const object *op2) { 1581on_same_map (const object *op1, const object *op2)
1582{
2228 int dx, dy; 1583 int dx, dy;
2229 1584
2230 return adjacent_map(op1->map, op2->map, &dx, &dy); 1585 return adjacent_map (op1->map, op2->map, &dx, &dy);
2231} 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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