ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.29 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.152 by root, Tue Dec 23 01:51:27 2008 UTC

1
2/* 1/*
3 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: map.C,v 1.29 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30
31#include <global.h>
32#include <funcpoint.h>
33
34#include <loader.h>
35#ifndef WIN32 /* ---win32 exclude header */
36# include <unistd.h> 24#include <unistd.h>
37#endif /* win32 */
38 25
26#include "global.h"
27#include "loader.h"
39#include "path.h" 28#include "path.h"
40 29
41 30sint8 maptile::outdoor_darkness;
42extern int nrofallocobjects, nroffreeobjects;
43
44/*
45 * Returns the mapstruct which has a name matching the given argument.
46 * return NULL if no match is found.
47 */
48
49mapstruct *
50has_been_loaded (const char *name)
51{
52 mapstruct *map;
53
54 if (!name || !*name)
55 return 0;
56 for (map = first_map; map; map = map->next)
57 if (!strcmp (name, map->path))
58 break;
59 return (map);
60}
61
62/*
63 * This makes a path absolute outside the world of Crossfire.
64 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
65 * and returns the pointer to a static array containing the result.
66 * it really should be called create_mapname
67 */
68
69const char *
70create_pathname (const char *name)
71{
72 static char buf[MAX_BUF];
73
74 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
75 * someplace else in the code? msw 2-17-97
76 */
77 if (*name == '/')
78 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
79 else
80 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
81 return (buf);
82}
83
84/*
85 * same as create_pathname, but for the overlay maps.
86 */
87
88const char *
89create_overlay_pathname (const char *name)
90{
91 static char buf[MAX_BUF];
92
93 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
94 * someplace else in the code? msw 2-17-97
95 */
96 if (*name == '/')
97 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
98 else
99 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
100 return (buf);
101}
102
103/*
104 * same as create_pathname, but for the template maps.
105 */
106
107const char *
108create_template_pathname (const char *name)
109{
110 static char buf[MAX_BUF];
111
112 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
113 * someplace else in the code? msw 2-17-97
114 */
115 if (*name == '/')
116 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
117 else
118 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
119 return (buf);
120}
121
122/*
123 * This makes absolute path to the itemfile where unique objects
124 * will be saved. Converts '/' to '@'. I think it's essier maintain
125 * files than full directory structure, but if this is problem it can
126 * be changed.
127 */
128static const char *
129create_items_path (const char *s)
130{
131 static char buf[MAX_BUF];
132 char *t;
133
134 if (*s == '/')
135 s++;
136
137 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
138
139 for (t = buf + strlen (buf); *s; s++, t++)
140 if (*s == '/')
141 *t = '@';
142 else
143 *t = *s;
144 *t = 0;
145 return (buf);
146}
147
148
149/*
150 * This function checks if a file with the given path exists.
151 * -1 is returned if it fails, otherwise the mode of the file
152 * is returned.
153 * It tries out all the compression suffixes listed in the uncomp[] array.
154 *
155 * If prepend_dir is set, then we call create_pathname (which prepends
156 * libdir & mapdir). Otherwise, we assume the name given is fully
157 * complete.
158 * Only the editor actually cares about the writablity of this -
159 * the rest of the code only cares that the file is readable.
160 * when the editor goes away, the call to stat should probably be
161 * replaced by an access instead (similar to the windows one, but
162 * that seems to be missing the prepend_dir processing
163 */
164
165int
166check_path (const char *name, int prepend_dir)
167{
168 char buf[MAX_BUF];
169
170#ifndef WIN32
171 char *endbuf;
172 struct stat statbuf;
173 int mode = 0;
174#endif
175
176 if (prepend_dir)
177 strcpy (buf, create_pathname (name));
178 else
179 strcpy (buf, name);
180#ifdef WIN32 /* ***win32: check this sucker in windows style. */
181 return (_access (buf, 0));
182#else
183
184 /* old method (strchr(buf, '\0')) seemd very odd to me -
185 * this method should be equivalant and is clearer.
186 * Can not use strcat because we need to cycle through
187 * all the names.
188 */
189 endbuf = buf + strlen (buf);
190
191 if (stat (buf, &statbuf))
192 return -1;
193 if (!S_ISREG (statbuf.st_mode))
194 return (-1);
195
196 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
197 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (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) || (statbuf.st_mode & S_IWOTH))
202 mode |= 2;
203
204 return (mode);
205#endif
206}
207
208/*
209 * Prints out debug-information about a map.
210 * Dumping these at llevError doesn't seem right, but is
211 * necessary to make sure the information is in fact logged.
212 */
213
214void
215dump_map (const mapstruct *m)
216{
217 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
218 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
219
220 if (m->msg != NULL)
221 LOG (llevError, "Message:\n%s", m->msg);
222
223 if (m->maplore != NULL)
224 LOG (llevError, "Lore:\n%s", m->maplore);
225
226 if (m->tmpname != NULL)
227 LOG (llevError, "Tmpname: %s\n", m->tmpname);
228
229 LOG (llevError, "Difficulty: %d\n", m->difficulty);
230 LOG (llevError, "Darkness: %d\n", m->darkness);
231}
232
233/*
234 * Prints out debug-information about all maps.
235 * This basically just goes through all the maps and calls
236 * dump_map on each one.
237 */
238
239void
240dump_all_maps (void)
241{
242 mapstruct *m;
243
244 for (m = first_map; m != NULL; m = m->next)
245 {
246 dump_map (m);
247 }
248}
249 31
250/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
251 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
252 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
253 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
256 * is needed. The case of not passing values is if we're just 38 * is needed. The case of not passing values is if we're just
257 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
258 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
259 */ 41 */
260int 42int
261get_map_flags (mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
262{ 44{
263 sint16 newx, newy; 45 sint16 newx = x;
264 int retval = 0; 46 sint16 newy = y;
265 mapstruct *mp;
266 47
267 if (out_of_map (oldmap, x, y)) 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49
50 if (!mp)
268 return P_OUT_OF_MAP; 51 return P_OUT_OF_MAP;
269 newx = x;
270 newy = y;
271 mp = get_map_from_coord (oldmap, &newx, &newy);
272 if (mp != oldmap)
273 retval |= P_NEW_MAP;
274 if (newmap)
275 *newmap = mp;
276 if (nx)
277 *nx = newx;
278 if (ny)
279 *ny = newy;
280 52
281 retval |= mp->spaces[newx + mp->width * newy].flags; 53 if (newmap) *newmap = mp;
54 if (nx) *nx = newx;
55 if (ny) *ny = newy;
282 56
283 return retval; 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
284} 58}
285
286 59
287/* 60/*
288 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
289 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
290 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
294 * monster. 67 * monster.
295 * m, x, y are the target map/coordinates - needed for map tiling. 68 * m, x, y are the target map/coordinates - needed for map tiling.
296 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
297 * by the caller. 70 * by the caller.
298 */ 71 */
299
300int 72int
301blocked_link (object *ob, mapstruct *m, int sx, int sy) 73blocked_link (object *ob, maptile *m, int sx, int sy)
302{ 74{
303 object *tmp; 75 object *tmp;
304 int mflags, blocked; 76 int mflags, blocked;
305 77
306 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
313 } 85 }
314 86
315 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
316 * directly. 88 * directly.
317 */ 89 */
318 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
319 91
320 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
321 93
322 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
323 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
334 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
335 */ 107 */
336 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
337 return 0; 109 return 0;
338 110
339 if (ob->head != NULL)
340 ob = ob->head; 111 ob = ob->head_ ();
341 112
342 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
343 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
344 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
345 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
346 */ 117 */
347 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
348 { 119 {
349 120
350 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
351 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
352 { 123 {
375 else 146 else
376 { 147 {
377 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
378 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
379 * movement, can't move here. 150 * movement, can't move here.
380 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
381 * hidden dm 152 * hidden dm
382 */ 153 */
383 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
384 return 1; 155 return 1;
385 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
386 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
387 return 1; 162 return 1;
388 } 163 }
389 164
390 } 165 }
391 return 0; 166 return 0;
392} 167}
393 168
394
395/* 169/*
396 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
397 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
398 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
399 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
400 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
401 * 175 *
402 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
403 * 177 *
404 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
405 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
416 * 190 *
417 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
418 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
419 * against the move_block values. 193 * against the move_block values.
420 */ 194 */
421 195bool
422int 196object::blocked (maptile *m, int x, int y) const
423ob_blocked (const object *ob, mapstruct *m, sint16 x, sint16 y)
424{ 197{
425 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
426 int flag;
427 mapstruct *m1;
428 sint16 sx, sy;
429
430 if (ob == NULL)
431 {
432 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
433 if (flag & P_OUT_OF_MAP)
434 return P_OUT_OF_MAP;
435
436 /* don't have object, so don't know what types would block */
437 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
438 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
439 201
440 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 202 if (!pos.normalise ())
441 { 203 return 1;
442 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
443 204
444 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
445 return P_OUT_OF_MAP; 206
446 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
447 return P_IS_ALIVE; 208 return 1;
448 209
449 /* find_first_free_spot() calls this function. However, often 210 /* However, often ob doesn't have any move type
450 * ob doesn't have any move type (when used to place exits) 211 * (signifying non-moving objects)
451 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
452 */ 213 */
453 214 if (!move_type && ms.move_block != MOVE_ALL)
454 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
455 continue; 215 continue;
456 216
457 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
458 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
459 */ 219 */
460 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 220 if (ms.blocks (move_type))
461 return AB_NO_PASS; 221 return 1;
462
463 } 222 }
223
464 return 0; 224 return 0;
465} 225}
466 226
467/* When the map is loaded, load_object does not actually insert objects 227/* When the map is loaded, load_object does not actually insert objects
468 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
469 * and insert them properly. 229 * and insert them properly.
470 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
471 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
472 */ 232 */
473
474void 233void
475fix_container (object *container) 234fix_container (object *container)
476{ 235{
477 object *tmp = container->inv, *next; 236 object *tmp = container->inv, *next;
478 237
479 container->inv = NULL; 238 container->inv = 0;
480 while (tmp != NULL) 239 while (tmp)
481 { 240 {
482 next = tmp->below; 241 next = tmp->below;
483 if (tmp->inv) 242 if (tmp->inv)
484 fix_container (tmp); 243 fix_container (tmp);
244
485 (void) insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
486 tmp = next; 246 tmp = next;
487 } 247 }
248
488 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
489 * carrying. 250 //TODO: remove
490 */ 251 container->update_weight ();
491 sum_weight (container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
492} 276}
493 277
494/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
495 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
496 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
497 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
498 * the more sections and not re-add sections for them.
499 */ 282 */
500 283void
501static void 284maptile::link_multipart_objects ()
502link_multipart_objects (mapstruct *m)
503{ 285{
504 int x, y; 286 if (!spaces)
505 object *tmp, *op, *last, *above; 287 return;
506 archetype *at;
507 288
508 for (x = 0; x < MAP_WIDTH (m); x++) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
509 for (y = 0; y < MAP_HEIGHT (m); y++) 290 {
510 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 291 object *op = ms->bot;
292 while (op)
511 { 293 {
512 above = tmp->above;
513
514 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
515 if (tmp->head || tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
516 continue;
517
518 /* If there is nothing more to this object, this for loop
519 * won't do anything.
520 */
521 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
522 { 296 {
523 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
524 299
525 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
526 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
527 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
528 op->head = tmp; 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
529 op->map = m; 304
530 last->more = op; 305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
531 op->name = tmp->name; 306 // so we have to reset the iteration through the mapspace
532 op->title = tmp->title;
533 /* we could link all the parts onto tmp, and then just
534 * call insert_ob_in_map once, but the effect is the same,
535 * as insert_ob_in_map will call itself with each part, and
536 * the coding is simpler to just to it here with each part.
537 */ 307 }
538 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 308 else
539 } /* for at = tmp->arch->more */ 309 op = op->above;
540 } /* for objects on this space */ 310 }
311 }
541} 312}
542 313
543/* 314/*
544 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
545 * file pointer. 316 * file pointer.
546 * mapflags is the same as we get with load_original_map
547 */ 317 */
548void 318bool
549load_objects (mapstruct *m, object_thawer & fp, int mapflags) 319maptile::_load_objects (object_thawer &f)
550{ 320{
551 int i, j; 321 for (;;)
552 int unique;
553 object *op, *prev = NULL, *last_more = NULL, *otmp;
554
555 op = get_object ();
556 op->map = m; /* To handle buttons correctly */
557
558 while ((i = load_object (fp, op, mapflags)))
559 { 322 {
560 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
561 * got an invalid object. Don't do anything with it - the game 324
562 * or editor will not be able to do anything with it either. 325 switch (f.kw)
563 */
564 if (op->arch == NULL)
565 { 326 {
566 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
567 continue; 362 continue;
363
364 case KW_EOF:
365 return true;
366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
370 break;
568 } 371 }
569 372
373 f.next ();
374 }
570 375
571 switch (i) 376 return true;
377}
378
379void
380maptile::activate ()
381{
382 if (spaces)
383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
384 for (object *op = ms->bot; op; op = op->above)
385 op->activate_recursive ();
386}
387
388void
389maptile::deactivate ()
390{
391 if (spaces)
392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
393 for (object *op = ms->bot; op; op = op->above)
394 op->deactivate_recursive ();
395}
396
397bool
398maptile::_save_objects (object_freezer &f, int flags)
399{
400 coroapi::cede_to_tick ();
401
402 if (flags & IO_HEADER)
403 _save_header (f);
404
405 if (!spaces)
406 return false;
407
408 for (int i = 0; i < size (); ++i)
409 {
410 bool unique = 0;
411
412 for (object *op = spaces [i].bot; op; op = op->above)
572 { 413 {
573 case LL_NORMAL: 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
574 /* if we are loading an overlay, put the floors on the bottom */ 415
575 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 416 if (expect_false (!op->can_map_save ()))
576 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); 417 continue;
418
419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
577 else 420 {
578 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 421 if (flags & IO_UNIQUES)
579 422 op->write (f);
580 if (op->inv) 423 }
581 sum_weight (op); 424 else if (expect_true (flags & IO_OBJECTS))
582 425 op->write (f);
583 prev = op, last_more = op;
584 break;
585
586 case LL_MORE:
587 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
588 op->head = prev, last_more->more = op, last_more = op;
589 break;
590 } 426 }
591
592 if (mapflags & MAP_STYLE)
593 remove_from_active_list (op);
594
595 op = get_object ();
596 op->map = m;
597 }
598
599 for (i = 0; i < m->width; i++)
600 { 427 }
601 for (j = 0; j < m->height; j++)
602 {
603 unique = 0;
604 /* check for unique items, or unique squares */
605 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
606 {
607 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
608 unique = 1;
609 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
610 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
611 }
612 }
613 }
614 428
615 free_object (op); 429 coroapi::cede_to_tick ();
616 link_multipart_objects (m);
617}
618 430
619/* This saves all the objects on the map in a non destructive fashion. 431 return true;
620 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 432}
621 * and we only save the head of multi part objects - this is needed 433
622 * in order to do map tiling properly. 434bool
435maptile::_save_objects (const char *path, int flags)
436{
437 object_freezer freezer;
438
439 if (!_save_objects (freezer, flags))
440 return false;
441
442 return freezer.save (path);
443}
444
445maptile::maptile ()
446{
447 in_memory = MAP_SWAPPED;
448
449 /* The maps used to pick up default x and y values from the
450 * map archetype. Mimic that behaviour.
623 */ 451 */
624void 452 width = 16;
625save_objects (mapstruct *m, object_freezer & fp, object_freezer & fp2, int flag) 453 height = 16;
626{ 454 timeout = 300;
627 int i, j = 0, unique = 0; 455 max_nrof = 1000; // 1000 items of anything
628 object *op; 456 max_volume = 2000000; // 2m³
457}
629 458
630 /* first pass - save one-part objects */ 459maptile::maptile (int w, int h)
631 for (i = 0; i < MAP_WIDTH (m); i++) 460{
632 for (j = 0; j < MAP_HEIGHT (m); j++) 461 in_memory = MAP_SWAPPED;
633 {
634 unique = 0;
635 for (op = get_map_ob (m, i, j); op; op = op->above)
636 {
637 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
638 unique = 1;
639 462
640 if (op->type == PLAYER) 463 width = w;
641 { 464 height = h;
642 LOG (llevDebug, "Player on map that is being saved\n"); 465 reset_timeout = 0;
643 continue; 466 timeout = 300;
644 } 467 enter_x = 0;
468 enter_y = 0;
645 469
646 if (op->head || op->owner) 470 alloc ();
647 continue;
648
649 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
650 save_object (fp2, op, 3);
651 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
652 save_object (fp, op, 3);
653
654 } /* for this space */
655 } /* for this j */
656} 471}
657 472
658/* 473/*
659 * Allocates, initialises, and returns a pointer to a mapstruct.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663
664mapstruct *
665get_linked_map (void)
666{
667 mapstruct *map = new mapstruct;
668 mapstruct *mp;
669
670 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
671 if (mp == NULL)
672 first_map = map;
673 else
674 mp->next = map;
675
676 map->in_memory = MAP_SWAPPED;
677 /* The maps used to pick up default x and y values from the
678 * map archetype. Mimic that behaviour.
679 */
680 MAP_WIDTH (map) = 16;
681 MAP_HEIGHT (map) = 16;
682 MAP_RESET_TIMEOUT (map) = 0;
683 MAP_TIMEOUT (map) = 300;
684 MAP_ENTER_X (map) = 0;
685 MAP_ENTER_Y (map) = 0;
686 /*set part to -1 indicating conversion to weather map not yet done */
687 MAP_WORLDPARTX (map) = -1;
688 MAP_WORLDPARTY (map) = -1;
689 return map;
690}
691
692/*
693 * Allocates the arrays contained in a mapstruct. 474 * Allocates the arrays contained in a maptile.
694 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
695 * map. 476 * map.
696 */ 477 */
697
698void 478void
699allocate_map (mapstruct *m) 479maptile::alloc ()
700{ 480{
701 m->in_memory = MAP_IN_MEMORY;
702 /* Log this condition and free the storage. We could I suppose
703 * realloc, but if the caller is presuming the data will be intact,
704 * that is their poor assumption.
705 */
706 if (m->spaces) 481 if (spaces)
707 {
708 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
709 free (m->spaces);
710 }
711
712 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
713
714 if (m->spaces == NULL)
715 fatal (OUT_OF_MEMORY);
716}
717
718/* Create and returns a map of the specific size. Used
719 * in random map code and the editor.
720 */
721mapstruct *
722get_empty_map (int sizex, int sizey)
723{
724 mapstruct *m = get_linked_map ();
725
726 m->width = sizex;
727 m->height = sizey;
728 m->in_memory = MAP_SWAPPED;
729 allocate_map (m);
730 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
731} 485}
732 486
733/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
734 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
735 * at a later date. 489 * at a later date.
736 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
737 */ 491 */
738
739static shopitems * 492static shopitems *
740parse_shop_string (const char *input_string) 493parse_shop_string (const char *input_string)
741{ 494{
742 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
743 shopitems *items = NULL; 496 shopitems *items = NULL;
744 int i = 0, number_of_entries = 0; 497 int i = 0, number_of_entries = 0;
745 const typedata *current_type; 498 const typedata *current_type;
746 499
747 shop_string = strdup_local (input_string); 500 shop_string = strdup (input_string);
748 p = shop_string; 501 p = shop_string;
749 /* first we'll count the entries, we'll need that for allocating the array shortly */ 502 /* first we'll count the entries, we'll need that for allocating the array shortly */
750 while (p) 503 while (p)
751 { 504 {
752 p = strchr (p, ';'); 505 p = strchr (p, ';');
753 number_of_entries++; 506 number_of_entries++;
754 if (p) 507 if (p)
755 p++; 508 p++;
756 } 509 }
510
757 p = shop_string; 511 p = shop_string;
758 strip_endline (p); 512 strip_endline (p);
759 items = new shopitems[number_of_entries + 1]; 513 items = new shopitems[number_of_entries + 1];
760 for (i = 0; i < number_of_entries; i++) 514 for (i = 0; i < number_of_entries; i++)
761 { 515 {
762 if (!p) 516 if (!p)
763 { 517 {
764 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
765 break; 519 break;
766 } 520 }
521
767 next_semicolon = strchr (p, ';'); 522 next_semicolon = strchr (p, ';');
768 next_colon = strchr (p, ':'); 523 next_colon = strchr (p, ':');
769 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
770 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
771 items[i].strength = atoi (strchr (p, ':') + 1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
798 * the next entry while we're at it, better print a warning 553 * the next entry while we're at it, better print a warning
799 */ 554 */
800 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
801 } 556 }
802 } 557 }
558
803 items[i].index = number_of_entries; 559 items[i].index = number_of_entries;
804 if (next_semicolon) 560 if (next_semicolon)
805 p = ++next_semicolon; 561 p = ++next_semicolon;
806 else 562 else
807 p = NULL; 563 p = NULL;
808 } 564 }
565
809 free (shop_string); 566 free (shop_string);
810 return items; 567 return items;
811} 568}
812 569
813/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
814 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
815static void 572static void
816print_shop_string (mapstruct *m, char *output_string) 573print_shop_string (maptile *m, char *output_string)
817{ 574{
818 int i; 575 int i;
819 char tmp[MAX_BUF]; 576 char tmp[MAX_BUF];
820 577
821 strcpy (output_string, ""); 578 strcpy (output_string, "");
822 for (i = 0; i < m->shopitems[0].index; i++) 579 for (i = 0; i < m->shopitems[0].index; i++)
823 { 580 {
824 if (m->shopitems[i].typenum) 581 if (m->shopitems[i].typenum)
825 { 582 {
826 if (m->shopitems[i].strength) 583 if (m->shopitems[i].strength)
827 {
828 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
829 }
830 else 585 else
831 sprintf (tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
832 } 587 }
833 else 588 else
834 { 589 {
835 if (m->shopitems[i].strength) 590 if (m->shopitems[i].strength)
836 {
837 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
838 }
839 else 592 else
840 sprintf (tmp, "*"); 593 sprintf (tmp, "*");
841 } 594 }
595
842 strcat (output_string, tmp); 596 strcat (output_string, tmp);
843 } 597 }
844} 598}
845 599
846/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
851 * put all the stuff in the map object so that names actually make 605 * put all the stuff in the map object so that names actually make
852 * sense. 606 * sense.
853 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
854 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
855 * MSW 2001-07-01 609 * MSW 2001-07-01
856 * return 0 on success, 1 on failure.
857 */ 610 */
858 611bool
859static int 612maptile::_load_header (object_thawer &thawer)
860load_map_header (object_thawer & fp, mapstruct *m)
861{ 613{
862 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 614 for (;;)
863 int msgpos = 0;
864 int maplorepos = 0;
865
866 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
867 { 615 {
868 buf[HUGE_BUF - 1] = 0; 616 switch (thawer.kw)
869 key = buf;
870 while (isspace (*key))
871 key++;
872 if (*key == 0)
873 continue; /* empty line */
874 value = strchr (key, ' ');
875 if (!value)
876 { 617 {
877 end = strchr (key, '\n'); 618 case KW_msg:
878 if (end != NULL) 619 thawer.get_ml (KW_endmsg, msg);
879 { 620 break;
880 *end = 0; 621
622 case KW_lore: // CF+ extension
623 thawer.get_ml (KW_endlore, maplore);
881 } 624 break;
625
626 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore);
628 break;
629
630 case KW_arch:
631 if (strcmp (thawer.get_str (), "map"))
632 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633 break;
634
635 case KW_oid:
636 thawer.get (this, thawer.get_sint32 ());
637 break;
638
639 case KW_file_format_version: break; // nop
640
641 case KW_name: thawer.get (name); break;
642 case KW_attach: thawer.get (attach); break;
643 case KW_reset_time: thawer.get (reset_time); break;
644 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655
656 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
660
661 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663
664 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 case KW_x: case KW_width: thawer.get (width); break;
668 case KW_y: case KW_height: thawer.get (height); break;
669 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674
675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
882 } 692 }
883 else
884 {
885 *value = 0;
886 value++;
887 end = strchr (value, '\n');
888 while (isspace (*value))
889 {
890 value++;
891 if (*value == '\0' || value == end)
892 {
893 /* Nothing but spaces. */
894 value = NULL;
895 break;
896 }
897 }
898 }
899 693
900 if (!end) 694 thawer.next ();
901 {
902 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
903 return 1;
904 }
905
906 /* key is the field name, value is what it should be set
907 * to. We've already done the work to null terminate key,
908 * and strip off any leading spaces for both of these.
909 * We have not touched the newline at the end of the line -
910 * these are needed for some values. the end pointer
911 * points to the first of the newlines.
912 * value could be NULL! It would be easy enough to just point
913 * this to "" to prevent cores, but that would let more errors slide
914 * through.
915 *
916 * First check for entries that do not use the value parameter, then
917 * validate that value is given and check for the remaining entries
918 * that use the parameter.
919 */
920
921 if (!strcmp (key, "msg"))
922 {
923 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
924 {
925 if (!strcmp (buf, "endmsg\n"))
926 break;
927 else
928 {
929 /* slightly more efficient than strcat */
930 strcpy (msgbuf + msgpos, buf);
931 msgpos += strlen (buf);
932 }
933 }
934 /* There are lots of maps that have empty messages (eg, msg/endmsg
935 * with nothing between). There is no reason in those cases to
936 * keep the empty message. Also, msgbuf contains garbage data
937 * when msgpos is zero, so copying it results in crashes
938 */
939 if (msgpos != 0)
940 m->msg = strdup_local (msgbuf);
941 }
942 else if (!strcmp (key, "maplore"))
943 {
944 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
945 {
946 if (!strcmp (buf, "endmaplore\n"))
947 break;
948 else
949 {
950 /* slightly more efficient than strcat */
951 strcpy (maplorebuf + maplorepos, buf);
952 maplorepos += strlen (buf);
953 }
954 }
955 if (maplorepos != 0)
956 m->maplore = strdup_local (maplorebuf);
957 }
958 else if (!strcmp (key, "end"))
959 {
960 break;
961 }
962 else if (value == NULL)
963 {
964 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
965 }
966 else if (!strcmp (key, "arch"))
967 {
968 /* This is an oddity, but not something we care about much. */
969 if (strcmp (value, "map\n"))
970 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
971 }
972 else if (!strcmp (key, "name"))
973 {
974 *end = 0;
975 m->name = strdup_local (value);
976 }
977 /* first strcmp value on these are old names supported
978 * for compatibility reasons. The new values (second) are
979 * what really should be used.
980 */
981 else if (!strcmp (key, "oid"))
982 {
983 fp.get (m, atoi (value));
984 }
985 else if (!strcmp (key, "attach"))
986 {
987 m->attach = value;
988 }
989 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
990 {
991 m->enter_x = atoi (value);
992 }
993 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
994 {
995 m->enter_y = atoi (value);
996 }
997 else if (!strcmp (key, "x") || !strcmp (key, "width"))
998 {
999 m->width = atoi (value);
1000 }
1001 else if (!strcmp (key, "y") || !strcmp (key, "height"))
1002 {
1003 m->height = atoi (value);
1004 }
1005 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1006 {
1007 m->reset_timeout = atoi (value);
1008 }
1009 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1010 {
1011 m->timeout = atoi (value);
1012 }
1013 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1014 {
1015 m->difficulty = atoi (value);
1016 }
1017 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1018 {
1019 m->darkness = atoi (value);
1020 }
1021 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1022 {
1023 m->fixed_resettime = atoi (value);
1024 }
1025 else if (!strcmp (key, "unique"))
1026 {
1027 m->unique = atoi (value);
1028 }
1029 else if (!strcmp (key, "template"))
1030 {
1031 m->templatemap = atoi (value);
1032 }
1033 else if (!strcmp (key, "region"))
1034 {
1035 m->region = get_region_by_name (value);
1036 }
1037 else if (!strcmp (key, "shopitems"))
1038 {
1039 *end = 0;
1040 m->shopitems = parse_shop_string (value);
1041 }
1042 else if (!strcmp (key, "shopgreed"))
1043 {
1044 m->shopgreed = atof (value);
1045 }
1046 else if (!strcmp (key, "shopmin"))
1047 {
1048 m->shopmin = atol (value);
1049 }
1050 else if (!strcmp (key, "shopmax"))
1051 {
1052 m->shopmax = atol (value);
1053 }
1054 else if (!strcmp (key, "shoprace"))
1055 {
1056 *end = 0;
1057 m->shoprace = strdup_local (value);
1058 }
1059 else if (!strcmp (key, "outdoor"))
1060 {
1061 m->outdoor = atoi (value);
1062 }
1063 else if (!strcmp (key, "temp"))
1064 {
1065 m->temp = atoi (value);
1066 }
1067 else if (!strcmp (key, "pressure"))
1068 {
1069 m->pressure = atoi (value);
1070 }
1071 else if (!strcmp (key, "humid"))
1072 {
1073 m->humid = atoi (value);
1074 }
1075 else if (!strcmp (key, "windspeed"))
1076 {
1077 m->windspeed = atoi (value);
1078 }
1079 else if (!strcmp (key, "winddir"))
1080 {
1081 m->winddir = atoi (value);
1082 }
1083 else if (!strcmp (key, "sky"))
1084 {
1085 m->sky = atoi (value);
1086 }
1087 else if (!strcmp (key, "nosmooth"))
1088 {
1089 m->nosmooth = atoi (value);
1090 }
1091 else if (!strncmp (key, "tile_path_", 10))
1092 {
1093 int tile = atoi (key + 10);
1094
1095 if (tile < 1 || tile > 4)
1096 {
1097 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1098 }
1099 else
1100 {
1101 char *path;
1102
1103 *end = 0;
1104
1105 if (m->tile_path[tile - 1])
1106 {
1107 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1108 free (m->tile_path[tile - 1]);
1109 m->tile_path[tile - 1] = NULL;
1110 }
1111
1112 if (check_path (value, 1) != -1)
1113 {
1114 /* The unadorned path works. */
1115 path = value;
1116 }
1117 else
1118 {
1119 /* Try again; it could be a relative exit. */
1120
1121 path = path_combine_and_normalize (m->path, value);
1122
1123 if (check_path (path, 1) == -1)
1124 {
1125 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1126 path = NULL;
1127 }
1128 }
1129
1130 if (editor)
1131 {
1132 /* Use the value as in the file. */
1133 m->tile_path[tile - 1] = strdup_local (value);
1134 }
1135 else if (path != NULL)
1136 {
1137 /* Use the normalized value. */
1138 m->tile_path[tile - 1] = strdup_local (path);
1139 }
1140 } /* end if tile direction (in)valid */
1141 }
1142 else
1143 {
1144 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1145 }
1146 }
1147 if (!key || strcmp (key, "end"))
1148 { 695 }
1149 LOG (llevError, "Got premature eof on map header!\n");
1150 return 1;
1151 }
1152 return 0;
1153}
1154 696
1155/* 697 abort ();
1156 * Opens the file "filename" and reads information about the map
1157 * from the given file, and stores it in a newly allocated
1158 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1159 * flags correspond to those in map.h. Main ones used are
1160 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1161 * MAP_BLOCK, in which case we block on this load. This happens in all
1162 * cases, no matter if this flag is set or not.
1163 * MAP_STYLE: style map - don't add active objects, don't add to server
1164 * managed map list.
1165 */
1166
1167mapstruct *
1168load_original_map (const char *filename, int flags)
1169{
1170 mapstruct *m;
1171 char pathname[MAX_BUF];
1172
1173 if (flags & MAP_PLAYER_UNIQUE)
1174 strcpy (pathname, filename);
1175 else if (flags & MAP_OVERLAY)
1176 strcpy (pathname, create_overlay_pathname (filename));
1177 else
1178 strcpy (pathname, create_pathname (filename));
1179
1180 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1181
1182 object_thawer thawer (pathname);
1183
1184 if (!thawer)
1185 return 0;
1186
1187 m = get_linked_map ();
1188
1189 strcpy (m->path, filename);
1190 if (load_map_header (thawer, m))
1191 {
1192 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1193 delete_map (m);
1194 return NULL;
1195 }
1196
1197 allocate_map (m);
1198
1199 m->in_memory = MAP_LOADING;
1200 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1201
1202 m->in_memory = MAP_IN_MEMORY;
1203 if (!MAP_DIFFICULTY (m))
1204 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1205 set_map_reset_time (m);
1206 m->instantiate ();
1207 return (m);
1208}
1209
1210/*
1211 * Loads a map, which has been loaded earlier, from file.
1212 * Return the map object we load into (this can change from the passed
1213 * option if we can't find the original map)
1214 */
1215
1216static mapstruct *
1217load_temporary_map (mapstruct *m)
1218{
1219 char buf[MAX_BUF];
1220
1221 if (!m->tmpname)
1222 {
1223 LOG (llevError, "No temporary filename for map %s\n", m->path);
1224 strcpy (buf, m->path);
1225 delete_map (m);
1226 m = load_original_map (buf, 0);
1227 if (m == NULL)
1228 return NULL;
1229 fix_auto_apply (m); /* Chests which open as default */
1230 return m;
1231 }
1232
1233 object_thawer thawer (m->tmpname);
1234
1235 if (!thawer)
1236 {
1237 strcpy (buf, m->path);
1238 delete_map (m);
1239 m = load_original_map (buf, 0);
1240 if (!m)
1241 return NULL;
1242 fix_auto_apply (m); /* Chests which open as default */
1243 return m;
1244 }
1245
1246 if (load_map_header (thawer, m))
1247 {
1248 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1249 delete_map (m);
1250 m = load_original_map (m->path, 0);
1251 return NULL;
1252 }
1253 allocate_map (m);
1254
1255 m->in_memory = MAP_LOADING;
1256 load_objects (m, thawer, 0);
1257
1258 m->in_memory = MAP_IN_MEMORY;
1259 INVOKE_MAP (SWAPIN, m);
1260 return m;
1261}
1262
1263/*
1264 * Loads a map, which has been loaded earlier, from file.
1265 * Return the map object we load into (this can change from the passed
1266 * option if we can't find the original map)
1267 */
1268
1269mapstruct *
1270load_overlay_map (const char *filename, mapstruct *m)
1271{
1272 char pathname[MAX_BUF];
1273
1274 strcpy (pathname, create_overlay_pathname (filename));
1275
1276 object_thawer thawer (pathname);
1277
1278 if (!thawer)
1279 return m;
1280
1281 if (load_map_header (thawer, m))
1282 {
1283 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1284 delete_map (m);
1285 m = load_original_map (m->path, 0);
1286 return NULL;
1287 }
1288 /*allocate_map(m); */
1289
1290 m->in_memory = MAP_LOADING;
1291 load_objects (m, thawer, MAP_OVERLAY);
1292
1293 m->in_memory = MAP_IN_MEMORY;
1294 return m;
1295} 698}
1296 699
1297/****************************************************************************** 700/******************************************************************************
1298 * This is the start of unique map handling code 701 * This is the start of unique map handling code
1299 *****************************************************************************/ 702 *****************************************************************************/
1300 703
1301/* This goes through map 'm' and removed any unique items on the map. */ 704/* This goes through the maptile and removed any unique items on the map. */
1302static void 705void
1303delete_unique_items (mapstruct *m) 706maptile::clear_unique_items ()
1304{ 707{
1305 int i, j, unique; 708 for (int i = 0; i < size (); ++i)
1306 object *op, *next;
1307
1308 for (i = 0; i < MAP_WIDTH (m); i++)
1309 for (j = 0; j < MAP_HEIGHT (m); j++)
1310 { 709 {
1311 unique = 0; 710 int unique = 0;
1312 for (op = get_map_ob (m, i, j); op; op = next) 711 for (object *op = spaces [i].bot; op; )
712 {
713 object *above = op->above;
714
715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
716 unique = 1;
717
718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
719 op->destroy ();
720
721 op = above;
722 }
723 }
724}
725
726bool
727maptile::_save_header (object_freezer &freezer)
728{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
731
732 MAP_OUT2 (arch, "map");
733
734 if (name) MAP_OUT (name);
735 MAP_OUT (swap_time);
736 MAP_OUT (reset_time);
737 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
741 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name);
744
745 if (shopitems)
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756 MAP_OUT (darkness);
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761
762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
764
765 MAP_OUT (outdoor);
766 MAP_OUT (temp);
767 MAP_OUT (pressure);
768 MAP_OUT (humid);
769 MAP_OUT (windspeed);
770 MAP_OUT (winddir);
771 MAP_OUT (sky);
772
773 MAP_OUT (per_player);
774 MAP_OUT (per_party);
775
776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
780
781 freezer.put (this);
782 freezer.put (KW_end);
783
784 return true;
785}
786
787bool
788maptile::_save_header (const char *path)
789{
790 object_freezer freezer;
791
792 if (!_save_header (freezer))
793 return false;
794
795 return freezer.save (path);
796}
797
798/*
799 * Remove and free all objects in the given map.
800 */
801void
802maptile::clear ()
803{
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
1313 { 808 {
809 // manually remove, as to not trigger anything
1314 next = op->above; 810 if (ms->bot = op->above)
1315 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 ms->bot->below = 0;
1316 unique = 1; 812
1317 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
816 if (op == head)
817 op->destroy ();
818 else if (head->map != op->map)
1318 { 819 {
1319 clean_object (op); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1320 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 821 head->destroy ();
1321 remove_button_link (op);
1322 remove_ob (op);
1323 free_object (op);
1324 } 822 }
1325 } 823 }
824
825 sfree0 (spaces, size ());
826 }
827
828 if (buttons)
829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833}
834
835void
836maptile::clear_header ()
837{
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846}
847
848maptile::~maptile ()
849{
850 assert (destroyed ());
851}
852
853void
854maptile::clear_links_to (maptile *m)
855{
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
860 */
861 for (int i = 0; i < 4; i++)
862 if (tile_map[i] == m)
863 tile_map[i] = 0;
864}
865
866void
867maptile::do_destroy ()
868{
869 attachable::do_destroy ();
870
871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1326 } 938 }
1327} 939}
1328 940
1329
1330/* 941/*
1331 * Loads unique objects from file(s) into the map which is in memory 942 * Updates every button on the map (by calling update_button() for them).
1332 * m is the map to load unique items into.
1333 */
1334static void
1335load_unique_objects (mapstruct *m)
1336{
1337 int count;
1338 char firstname[MAX_BUF];
1339
1340 for (count = 0; count < 10; count++)
1341 {
1342 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1343 if (!access (firstname, R_OK))
1344 break;
1345 }
1346 /* If we get here, we did not find any map */
1347 if (count == 10)
1348 return;
1349
1350 object_thawer thawer (firstname);
1351
1352 if (!thawer)
1353 return;
1354
1355 m->in_memory = MAP_LOADING;
1356 if (m->tmpname == NULL) /* if we have loaded unique items from */
1357 delete_unique_items (m); /* original map before, don't duplicate them */
1358 load_objects (m, thawer, 0);
1359
1360 m->in_memory = MAP_IN_MEMORY;
1361}
1362
1363
1364/*
1365 * Saves a map to file. If flag is set, it is saved into the same
1366 * file it was (originally) loaded from. Otherwise a temporary
1367 * filename will be genarated, and the file will be stored there.
1368 * The temporary filename will be stored in the mapstructure.
1369 * If the map is unique, we also save to the filename in the map
1370 * (this should have been updated when first loaded)
1371 */
1372
1373int
1374new_save_map (mapstruct *m, int flag)
1375{
1376 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1377 int i;
1378
1379 if (flag && !*m->path)
1380 {
1381 LOG (llevError, "Tried to save map without path.\n");
1382 return -1;
1383 }
1384
1385 if (flag || (m->unique) || (m->templatemap))
1386 {
1387 if (!m->unique && !m->templatemap)
1388 { /* flag is set */
1389 if (flag == 2)
1390 strcpy (filename, create_overlay_pathname (m->path));
1391 else
1392 strcpy (filename, create_pathname (m->path));
1393 }
1394 else
1395 strcpy (filename, m->path);
1396
1397 make_path_to_file (filename);
1398 }
1399 else
1400 {
1401 if (!m->tmpname)
1402 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1403
1404 strcpy (filename, m->tmpname);
1405 }
1406
1407 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1408 m->in_memory = MAP_SAVING;
1409
1410 object_freezer freezer;
1411
1412 /* legacy */
1413 fprintf (freezer, "arch map\n");
1414 if (m->name)
1415 fprintf (freezer, "name %s\n", m->name);
1416 if (!flag)
1417 fprintf (freezer, "swap_time %d\n", m->swap_time);
1418 if (m->reset_timeout)
1419 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1420 if (m->fixed_resettime)
1421 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1422 /* we unfortunately have no idea if this is a value the creator set
1423 * or a difficulty value we generated when the map was first loaded
1424 */ 943 */
1425 if (m->difficulty)
1426 fprintf (freezer, "difficulty %d\n", m->difficulty);
1427 if (m->region)
1428 fprintf (freezer, "region %s\n", m->region->name);
1429 if (m->shopitems)
1430 {
1431 print_shop_string (m, shop);
1432 fprintf (freezer, "shopitems %s\n", shop);
1433 }
1434 if (m->shopgreed)
1435 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1436#ifndef WIN32
1437 if (m->shopmin)
1438 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1439 if (m->shopmax)
1440 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1441#else
1442 if (m->shopmin)
1443 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1444 if (m->shopmax)
1445 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1446#endif
1447 if (m->shoprace)
1448 fprintf (freezer, "shoprace %s\n", m->shoprace);
1449 if (m->darkness)
1450 fprintf (freezer, "darkness %d\n", m->darkness);
1451 if (m->width)
1452 fprintf (freezer, "width %d\n", m->width);
1453 if (m->height)
1454 fprintf (freezer, "height %d\n", m->height);
1455 if (m->enter_x)
1456 fprintf (freezer, "enter_x %d\n", m->enter_x);
1457 if (m->enter_y)
1458 fprintf (freezer, "enter_y %d\n", m->enter_y);
1459 if (m->msg)
1460 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1461 if (m->maplore)
1462 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1463 if (m->unique)
1464 fprintf (freezer, "unique %d\n", m->unique);
1465 if (m->templatemap)
1466 fprintf (freezer, "template %d\n", m->templatemap);
1467 if (m->outdoor)
1468 fprintf (freezer, "outdoor %d\n", m->outdoor);
1469 if (m->temp)
1470 fprintf (freezer, "temp %d\n", m->temp);
1471 if (m->pressure)
1472 fprintf (freezer, "pressure %d\n", m->pressure);
1473 if (m->humid)
1474 fprintf (freezer, "humid %d\n", m->humid);
1475 if (m->windspeed)
1476 fprintf (freezer, "windspeed %d\n", m->windspeed);
1477 if (m->winddir)
1478 fprintf (freezer, "winddir %d\n", m->winddir);
1479 if (m->sky)
1480 fprintf (freezer, "sky %d\n", m->sky);
1481 if (m->nosmooth)
1482 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1483
1484 /* Save any tiling information, except on overlays */
1485 if (flag != 2)
1486 for (i = 0; i < 4; i++)
1487 if (m->tile_path[i])
1488 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1489
1490 freezer.put (m);
1491 fprintf (freezer, "end\n");
1492
1493 /* In the game save unique items in the different file, but
1494 * in the editor save them to the normal map file.
1495 * If unique map, save files in the proper destination (set by
1496 * player)
1497 */
1498 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1499 {
1500 object_freezer unique;
1501
1502 if (flag == 2)
1503 save_objects (m, freezer, unique, 2);
1504 else
1505 save_objects (m, freezer, unique, 0);
1506
1507 sprintf (buf, "%s.v00", create_items_path (m->path));
1508
1509 unique.save (buf);
1510 }
1511 else
1512 { /* save same file when not playing, like in editor */
1513 save_objects (m, freezer, freezer, 0);
1514 }
1515
1516 freezer.save (filename);
1517
1518 return 0;
1519}
1520
1521
1522/*
1523 * Remove and free all objects in the inventory of the given object.
1524 * object.c ?
1525 */
1526
1527void 944void
1528clean_object (object *op) 945maptile::update_buttons ()
1529{ 946{
1530 object *tmp, *next; 947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1531 948 for (objectlink *ol = obp->link; ol; ol = ol->next)
1532 for (tmp = op->inv; tmp; tmp = next)
1533 {
1534 next = tmp->below;
1535 clean_object (tmp);
1536 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1537 remove_button_link (tmp);
1538 remove_ob (tmp);
1539 free_object (tmp);
1540 }
1541}
1542
1543/*
1544 * Remove and free all objects in the given map.
1545 */
1546
1547void
1548free_all_objects (mapstruct *m)
1549{
1550 int i, j;
1551 object *op;
1552
1553 for (i = 0; i < MAP_WIDTH (m); i++)
1554 for (j = 0; j < MAP_HEIGHT (m); j++)
1555 { 949 {
1556 object *previous_obj = NULL; 950 if (!ol->ob)
1557
1558 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1559 { 951 {
1560 if (op == previous_obj) 952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1561 { 958 {
1562 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n"); 959 update_button (ol->ob);
1563 break; 960 break;
1564 }
1565 previous_obj = op;
1566 if (op->head != NULL)
1567 op = op->head;
1568
1569 /* If the map isn't in memory, free_object will remove and
1570 * free objects in op's inventory. So let it do the job.
1571 */
1572 if (m->in_memory == MAP_IN_MEMORY)
1573 clean_object (op);
1574 remove_ob (op);
1575 free_object (op);
1576 } 961 }
1577 } 962 }
1578} 963}
1579
1580/*
1581 * Frees everything allocated by the given mapstructure.
1582 * don't free tmpname - our caller is left to do that
1583 */
1584
1585void
1586free_map (mapstruct *m, int flag)
1587{
1588 int i;
1589
1590 if (!m->in_memory)
1591 {
1592 LOG (llevError, "Trying to free freed map.\n");
1593 return;
1594 }
1595 if (flag && m->spaces)
1596 free_all_objects (m);
1597 if (m->name)
1598 FREE_AND_CLEAR (m->name);
1599 if (m->spaces)
1600 FREE_AND_CLEAR (m->spaces);
1601 if (m->msg)
1602 FREE_AND_CLEAR (m->msg);
1603 if (m->maplore)
1604 FREE_AND_CLEAR (m->maplore);
1605 if (m->shopitems)
1606 delete[]m->shopitems;
1607 m->shopitems = 0;
1608 if (m->shoprace)
1609 FREE_AND_CLEAR (m->shoprace);
1610 if (m->buttons)
1611 free_objectlinkpt (m->buttons);
1612 m->buttons = NULL;
1613 for (i = 0; i < 4; i++)
1614 {
1615 if (m->tile_path[i])
1616 FREE_AND_CLEAR (m->tile_path[i]);
1617 m->tile_map[i] = NULL;
1618 }
1619 m->in_memory = MAP_SWAPPED;
1620}
1621
1622/*
1623 * function: vanish mapstruct
1624 * m : pointer to mapstruct, if NULL no action
1625 * this deletes all the data on the map (freeing pointers)
1626 * and then removes this map from the global linked list of maps.
1627 */
1628
1629void
1630delete_map (mapstruct *m)
1631{
1632 mapstruct *tmp, *last;
1633 int i;
1634
1635 if (!m)
1636 return;
1637
1638 m->clear ();
1639
1640 if (m->in_memory == MAP_IN_MEMORY)
1641 {
1642 /* change to MAP_SAVING, even though we are not,
1643 * so that remove_ob doesn't do as much work.
1644 */
1645 m->in_memory = MAP_SAVING;
1646 free_map (m, 1);
1647 }
1648 /* move this out of free_map, since tmpname can still be needed if
1649 * the map is swapped out.
1650 */
1651 if (m->tmpname)
1652 {
1653 free (m->tmpname);
1654 m->tmpname = NULL;
1655 }
1656 last = NULL;
1657 /* We need to look through all the maps and see if any maps
1658 * are pointing at this one for tiling information. Since
1659 * tiling can be assymetric, we just can not look to see which
1660 * maps this map tiles with and clears those.
1661 */
1662 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1663 {
1664 if (tmp->next == m)
1665 last = tmp;
1666
1667 /* This should hopefully get unrolled on a decent compiler */
1668 for (i = 0; i < 4; i++)
1669 if (tmp->tile_map[i] == m)
1670 tmp->tile_map[i] = NULL;
1671 }
1672
1673 /* If last is null, then this should be the first map in the list */
1674 if (!last)
1675 {
1676 if (m == first_map)
1677 first_map = m->next;
1678 else
1679 /* m->path is a static char, so should hopefully still have
1680 * some useful data in it.
1681 */
1682 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1683 }
1684 else
1685 last->next = m->next;
1686
1687 delete m;
1688}
1689
1690
1691
1692/*
1693 * Makes sure the given map is loaded and swapped in.
1694 * name is path name of the map.
1695 * flags meaning:
1696 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1697 * and don't do unique items or the like.
1698 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1699 * dont do any more name translation on it.
1700 *
1701 * Returns a pointer to the given map.
1702 */
1703
1704mapstruct *
1705ready_map_name (const char *name, int flags)
1706{
1707 mapstruct *m;
1708
1709 if (!name)
1710 return (NULL);
1711
1712 /* Have we been at this level before? */
1713 m = has_been_loaded (name);
1714
1715 /* Map is good to go, so just return it */
1716 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1717 {
1718 return m;
1719 }
1720
1721 /* unique maps always get loaded from their original location, and never
1722 * a temp location. Likewise, if map_flush is set, or we have never loaded
1723 * this map, load it now. I removed the reset checking from here -
1724 * it seems the probability of a player trying to enter a map that should
1725 * reset but hasn't yet is quite low, and removing that makes this function
1726 * a bit cleaner (and players probably shouldn't rely on exact timing for
1727 * resets in any case - if they really care, they should use the 'maps command.
1728 */
1729 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1730 {
1731
1732 /* first visit or time to reset */
1733 if (m)
1734 {
1735 clean_tmp_map (m); /* Doesn't make much difference */
1736 delete_map (m);
1737 }
1738
1739 /* create and load a map */
1740 if (flags & MAP_PLAYER_UNIQUE)
1741 LOG (llevDebug, "Trying to load map %s.\n", name);
1742 else
1743 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1744
1745 //eval_pv ("$x = Event::time", 1);//D
1746 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1747 return (NULL);
1748 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1749
1750 fix_auto_apply (m); /* Chests which open as default */
1751
1752 /* If a player unique map, no extra unique object file to load.
1753 * if from the editor, likewise.
1754 */
1755 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1756 load_unique_objects (m);
1757
1758 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1759 {
1760 m = load_overlay_map (name, m);
1761 if (m == NULL)
1762 return NULL;
1763 }
1764
1765 if (flags & MAP_PLAYER_UNIQUE)
1766 INVOKE_MAP (SWAPIN, m);
1767
1768 }
1769 else
1770 {
1771 /* If in this loop, we found a temporary map, so load it up. */
1772
1773 m = load_temporary_map (m);
1774 if (m == NULL)
1775 return NULL;
1776 load_unique_objects (m);
1777
1778 clean_tmp_map (m);
1779 m->in_memory = MAP_IN_MEMORY;
1780 /* tempnam() on sun systems (probably others) uses malloc
1781 * to allocated space for the string. Free it here.
1782 * In some cases, load_temporary_map above won't find the
1783 * temporary map, and so has reloaded a new map. If that
1784 * is the case, tmpname is now null
1785 */
1786 if (m->tmpname)
1787 free (m->tmpname);
1788 m->tmpname = NULL;
1789 /* It's going to be saved anew anyway */
1790 }
1791
1792 /* Below here is stuff common to both first time loaded maps and
1793 * temp maps.
1794 */
1795
1796 decay_objects (m); /* start the decay */
1797 /* In case other objects press some buttons down */
1798 update_buttons (m);
1799 if (m->outdoor)
1800 set_darkness_map (m);
1801 /* run the weather over this map */
1802 weather_effect (name);
1803 return m;
1804}
1805
1806 964
1807/* 965/*
1808 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
1809 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1810 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
1812 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creature. If the value stored
1813 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
1814 * have a difficulty set than using this function - human calculation 972 * have a difficulty set than using this function - human calculation
1815 * is much better than this functions guesswork. 973 * is much better than this functions guesswork.
1816 */ 974 */
1817
1818int 975int
1819calculate_difficulty (mapstruct *m) 976maptile::estimate_difficulty () const
1820{ 977{
1821 object *op;
1822 archetype *at;
1823 int x, y, i;
1824 long monster_cnt = 0; 978 long monster_cnt = 0;
1825 double avgexp = 0; 979 double avgexp = 0;
1826 sint64 total_exp = 0; 980 sint64 total_exp = 0;
1827 981
1828 if (MAP_DIFFICULTY (m)) 982 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1829 { 983 for (object *op = ms->bot; op; op = op->above)
1830 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1831 return MAP_DIFFICULTY (m);
1832 }
1833
1834 for (x = 0; x < MAP_WIDTH (m); x++)
1835 for (y = 0; y < MAP_HEIGHT (m); y++)
1836 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1837 { 984 {
1838 if (QUERY_FLAG (op, FLAG_MONSTER)) 985 if (QUERY_FLAG (op, FLAG_MONSTER))
1839 { 986 {
1840 total_exp += op->stats.exp; 987 total_exp += op->stats.exp;
1841 monster_cnt++; 988 monster_cnt++;
1842 } 989 }
1843 990
1844 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1845 { 992 {
1846 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1847 at = type_to_archetype (GENERATE_TYPE (op));
1848 994
1849 if (at != NULL) 995 if (archetype *at = op->other_arch)
996 {
1850 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1851
1852 monster_cnt++; 998 monster_cnt++;
1853 } 999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1854 } 1006 }
1007 }
1855 1008
1856 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1857 1010
1858 for (i = 1; i <= settings.max_level; i++) 1011 for (int i = 1; i <= settings.max_level; i++)
1859 {
1860 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1012 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1861 {
1862 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1863 return i; 1013 return i;
1864 }
1865 }
1866 1014
1867 return 1; 1015 return 1;
1868}
1869
1870void
1871clean_tmp_map (mapstruct *m)
1872{
1873 if (m->tmpname == NULL)
1874 return;
1875 INVOKE_MAP (CLEAN, m);
1876 (void) unlink (m->tmpname);
1877}
1878
1879void
1880free_all_maps (void)
1881{
1882 int real_maps = 0;
1883
1884 while (first_map)
1885 {
1886 /* I think some of the callers above before it gets here set this to be
1887 * saving, but we still want to free this data
1888 */
1889 if (first_map->in_memory == MAP_SAVING)
1890 first_map->in_memory = MAP_IN_MEMORY;
1891 delete_map (first_map);
1892 real_maps++;
1893 }
1894 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1895} 1016}
1896 1017
1897/* change_map_light() - used to change map light level (darkness) 1018/* change_map_light() - used to change map light level (darkness)
1898 * up or down. Returns true if successful. It should now be 1019 * up or down. Returns true if successful. It should now be
1899 * possible to change a value by more than 1. 1020 * possible to change a value by more than 1.
1900 * Move this from los.c to map.c since this is more related 1021 * Move this from los.c to map.c since this is more related
1901 * to maps than los. 1022 * to maps than los.
1902 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1903 */ 1024 */
1904
1905int 1025int
1906change_map_light (mapstruct *m, int change) 1026maptile::change_map_light (int change)
1907{ 1027{
1908 int new_level = m->darkness + change; 1028 int new_level = darkness + change;
1909 1029
1910 /* Nothing to do */ 1030 /* Nothing to do */
1911 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1031 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1912 {
1913 return 0; 1032 return 0;
1914 }
1915 1033
1916 /* inform all players on the map */ 1034 /* inform all players on the map */
1917 if (change > 0) 1035 if (change > 0)
1918 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1919 else 1037 else
1920 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1921 1039
1922 /* Do extra checking. since m->darkness is a unsigned value, 1040 /* Do extra checking. since darkness is a unsigned value,
1923 * we need to be extra careful about negative values. 1041 * we need to be extra careful about negative values.
1924 * In general, the checks below are only needed if change 1042 * In general, the checks below are only needed if change
1925 * is not +/-1 1043 * is not +/-1
1926 */ 1044 */
1927 if (new_level < 0) 1045 if (new_level < 0)
1928 m->darkness = 0; 1046 darkness = 0;
1929 else if (new_level >= MAX_DARKNESS) 1047 else if (new_level >= MAX_DARKNESS)
1930 m->darkness = MAX_DARKNESS; 1048 darkness = MAX_DARKNESS;
1931 else 1049 else
1932 m->darkness = new_level; 1050 darkness = new_level;
1933 1051
1934 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1935 update_all_map_los (m); 1053 update_all_map_los (this);
1054
1936 return 1; 1055 return 1;
1937} 1056}
1938
1939 1057
1940/* 1058/*
1941 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1942 * on the map (what it looks like, whether it blocks magic, 1060 * on the map (what it looks like, whether it blocks magic,
1943 * has a living creatures, prevents people from passing 1061 * has a living creatures, prevents people from passing
1944 * through, etc) 1062 * through, etc)
1945 */ 1063 */
1946void 1064void
1947update_position (mapstruct *m, int x, int y) 1065mapspace::update_ ()
1948{ 1066{
1949 object *tmp, *last = NULL; 1067 object *last = 0;
1950 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1951 New_Face *top, *floor, *middle; 1069 sint8 light = 0;
1952 object *top_obj, *floor_obj, *middle_obj;
1953 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1954 1071
1955 oldflags = GET_MAP_FLAGS (m, x, y); 1072 //object *middle = 0;
1956 if (!(oldflags & P_NEED_UPDATE)) 1073 //object *top = 0;
1957 { 1074 //object *floor = 0;
1958 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1075 // this seems to generate better code than using locals, above
1959 return; 1076 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0;
1079
1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1960 } 1081 {
1961 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1962 middle = blank_face;
1963 top = blank_face;
1964 floor = blank_face;
1965
1966 middle_obj = NULL;
1967 top_obj = NULL;
1968 floor_obj = NULL;
1969
1970 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1971 {
1972
1973 /* This could be made additive I guess (two lights better than
1974 * one). But if so, it shouldn't be a simple additive - 2
1975 * light bulbs do not illuminate twice as far as once since
1976 * it is a disapation factor that is squared (or is it cubed?)
1977 */
1978 if (tmp->glow_radius > light)
1979 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1980 1084
1981 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1982 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1983 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1984 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1987 * Always put the player down for drawing. 1091 * Always put the player down for drawing.
1988 */ 1092 */
1989 if (!tmp->invisible) 1093 if (!tmp->invisible)
1990 { 1094 {
1991 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1095 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1992 {
1993 top = tmp->face;
1994 top_obj = tmp; 1096 top = tmp;
1995 }
1996 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1097 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1997 { 1098 {
1998 /* If we got a floor, that means middle and top were below it, 1099 /* If we got a floor, that means middle and top were below it,
1999 * so should not be visible, so we clear them. 1100 * so should not be visible, so we clear them.
2000 */ 1101 */
2001 middle = blank_face; 1102 middle = 0;
2002 top = blank_face; 1103 top = 0;
2003 floor = tmp->face;
2004 floor_obj = tmp; 1104 floor = tmp;
2005 } 1105 }
2006 /* Flag anywhere have high priority */ 1106 /* Flag anywhere have high priority */
2007 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2008 { 1108 {
2009 middle = tmp->face;
2010
2011 middle_obj = tmp; 1109 middle = tmp;
2012 anywhere = 1; 1110 anywhere = 1;
2013 } 1111 }
1112
2014 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
2015 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
2016 * top 1115 * top
2017 */ 1116 */
2018 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2019 {
2020 middle = tmp->face;
2021 middle_obj = tmp; 1118 middle = tmp;
2022 }
2023 } 1119 }
1120
2024 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
2025 { 1122 {
2026 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
2027 exit (-1); 1124 exit (-1);
2028 } 1125 }
2029 1126
2030 move_slow |= tmp->move_slow; 1127 move_slow |= tmp->move_slow;
2031 move_block |= tmp->move_block; 1128 move_block |= tmp->move_block;
2032 move_on |= tmp->move_on; 1129 move_on |= tmp->move_on;
2033 move_off |= tmp->move_off; 1130 move_off |= tmp->move_off;
2034 move_allow |= tmp->move_allow; 1131 move_allow |= tmp->move_allow;
2035 1132
2036 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2037 flags |= P_IS_ALIVE;
2038 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2039 flags |= P_NO_MAGIC;
2040 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2041 flags |= P_NO_CLERIC;
2042 if (tmp->type == SAFE_GROUND)
2043 flags |= P_SAFE;
2044
2045 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2046 flags |= P_BLOCKSVIEW; 1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2047 } /* for stack of objects */ 1135 if (tmp->type == PLAYER) flags |= P_PLAYER;
2048 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2049 /* we don't want to rely on this function to have accurate flags, but 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2050 * since we're already doing the work, we calculate them here. 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2051 * if they don't match, logic is broken someplace.
2052 */
2053 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2054 { 1139 }
2055 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1140
2056 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1141 this->light = min (light, MAX_LIGHT_RADIUS);
2057 } 1142 this->flags_ = flags;
2058 SET_MAP_FLAGS (m, x, y, flags); 1143 this->move_block = move_block & ~move_allow;
2059 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1144 this->move_on = move_on;
2060 SET_MAP_MOVE_ON (m, x, y, move_on); 1145 this->move_off = move_off;
2061 SET_MAP_MOVE_OFF (m, x, y, move_off); 1146 this->move_slow = move_slow;
2062 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2063 1147
2064 /* At this point, we have a floor face (if there is a floor), 1148 /* At this point, we have a floor face (if there is a floor),
2065 * and the floor is set - we are not going to touch it at 1149 * and the floor is set - we are not going to touch it at
2066 * this point. 1150 * this point.
2067 * middle contains the highest visibility face. 1151 * middle contains the highest visibility face.
2074 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
2075 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
2076 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
2077 */ 1161 */
2078 if (top == middle) 1162 if (top == middle)
2079 middle = blank_face; 1163 middle = 0;
2080 1164
2081 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
2082 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
2083 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
2084 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
2085 */ 1169 */
2086 1170
2087 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
2088 { 1172 {
2089 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
2090 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2091 break; 1175 break;
2092 1176
2093 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
2094 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
2095 break; 1179 break;
2096 1180
2097 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
2098 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
2099 { 1183 {
2100 /* Fill in top if needed */ 1184 /* Fill in top if needed */
2101 if (top == blank_face) 1185 if (!top)
2102 { 1186 {
2103 top = tmp->face;
2104 top_obj = tmp; 1187 top = tmp;
2105 if (top == middle) 1188 if (top == middle)
2106 middle = blank_face; 1189 middle = 0;
2107 } 1190 }
2108 else 1191 else
2109 { 1192 {
2110 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
2111 * middle is not set 1194 * middle is not set
2112 * 1195 *
2113 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
2114 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
2115 * 1198 *
2116 */ 1199 */
2117 if (tmp->face != top) 1200 if (tmp != top)
2118 { 1201 {
2119 middle = tmp->face;
2120 middle_obj = tmp; 1202 middle = tmp;
2121 break; 1203 break;
2122 } 1204 }
2123 } 1205 }
2124 } 1206 }
2125 } 1207 }
1208
2126 if (middle == floor) 1209 if (middle == floor)
2127 middle = blank_face; 1210 middle = 0;
1211
2128 if (top == middle) 1212 if (top == middle)
2129 middle = blank_face; 1213 middle = 0;
2130 SET_MAP_FACE (m, x, y, top, 0);
2131 if (top != blank_face)
2132 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2133 else
2134 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2135 SET_MAP_FACE (m, x, y, middle, 1);
2136 if (middle != blank_face)
2137 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2138 else
2139 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2140 SET_MAP_FACE (m, x, y, floor, 2);
2141 if (floor != blank_face)
2142 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2143 else
2144 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2145 SET_MAP_LIGHT (m, x, y, light);
2146}
2147 1214
2148 1215#if 0
2149void 1216 faces_obj [0] = top;
2150set_map_reset_time (mapstruct *map) 1217 faces_obj [1] = middle;
2151{ 1218 faces_obj [2] = floor;
2152 int timeout; 1219#endif
2153
2154 timeout = MAP_RESET_TIMEOUT (map);
2155 if (timeout <= 0)
2156 timeout = MAP_DEFAULTRESET;
2157 if (timeout >= MAP_MAXRESET)
2158 timeout = MAP_MAXRESET;
2159 MAP_WHEN_RESET (map) = seconds () + timeout;
2160} 1220}
2161 1221
2162/* this updates the orig_map->tile_map[tile_num] value after loading 1222uint64
2163 * the map. It also takes care of linking back the freshly loaded 1223mapspace::volume () const
2164 * maps tile_map values if it tiles back to this one. It returns
2165 * the value of orig_map->tile_map[tile_num]. It really only does this
2166 * so that it is easier for calling functions to verify success.
2167 */
2168
2169static mapstruct *
2170load_and_link_tiled_map (mapstruct *orig_map, int tile_num)
2171{ 1224{
2172 int dest_tile = (tile_num + 2) % 4; 1225 uint64 vol = 0;
2173 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2174 1226
2175 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
2176 1229
2177 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1230 return vol;
2178 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1231}
2179 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2180 1232
2181 return orig_map->tile_map[tile_num]; 1233bool
1234maptile::tile_available (int dir, bool load)
1235{
1236 if (!tile_path[dir])
1237 return 0;
1238
1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1240 return 1;
1241
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return 1;
1244
1245 return 0;
2182} 1246}
2183 1247
2184/* this returns TRUE if the coordinates (x,y) are out of 1248/* this returns TRUE if the coordinates (x,y) are out of
2185 * map m. This function also takes into account any 1249 * map m. This function also takes into account any
2186 * tiling considerations, loading adjacant maps as needed. 1250 * tiling considerations, loading adjacant maps as needed.
2187 * This is the function should always be used when it 1251 * This is the function should always be used when it
2188 * necessary to check for valid coordinates. 1252 * necessary to check for valid coordinates.
2189 * This function will recursively call itself for the 1253 * This function will recursively call itself for the
2190 * tiled maps. 1254 * tiled maps.
2191 *
2192 *
2193 */ 1255 */
2194int 1256int
2195out_of_map (mapstruct *m, int x, int y) 1257out_of_map (maptile *m, int x, int y)
2196{ 1258{
2197
2198 /* If we get passed a null map, this is obviously the 1259 /* If we get passed a null map, this is obviously the
2199 * case. This generally shouldn't happen, but if the 1260 * case. This generally shouldn't happen, but if the
2200 * map loads fail below, it could happen. 1261 * map loads fail below, it could happen.
2201 */ 1262 */
2202 if (!m) 1263 if (!m)
2203 return 0; 1264 return 0;
2204 1265
2205 if (x < 0) 1266 if (x < 0)
2206 { 1267 {
2207 if (!m->tile_path[3]) 1268 if (!m->tile_available (3))
2208 return 1; 1269 return 1;
2209 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1270
2210 {
2211 load_and_link_tiled_map (m, 3);
2212 }
2213 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1271 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2214 }
2215 if (x >= MAP_WIDTH (m))
2216 { 1272 }
2217 if (!m->tile_path[1]) 1273
1274 if (x >= m->width)
1275 {
1276 if (!m->tile_available (1))
2218 return 1; 1277 return 1;
2219 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1278
2220 {
2221 load_and_link_tiled_map (m, 1);
2222 }
2223 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1279 return out_of_map (m->tile_map[1], x - m->width, y);
2224 } 1280 }
1281
2225 if (y < 0) 1282 if (y < 0)
2226 { 1283 {
2227 if (!m->tile_path[0]) 1284 if (!m->tile_available (0))
2228 return 1; 1285 return 1;
2229 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1286
2230 {
2231 load_and_link_tiled_map (m, 0);
2232 }
2233 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1287 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2234 }
2235 if (y >= MAP_HEIGHT (m))
2236 { 1288 }
2237 if (!m->tile_path[2]) 1289
1290 if (y >= m->height)
1291 {
1292 if (!m->tile_available (2))
2238 return 1; 1293 return 1;
2239 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1294
2240 {
2241 load_and_link_tiled_map (m, 2);
2242 }
2243 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1295 return out_of_map (m->tile_map[2], x, y - m->height);
2244 } 1296 }
2245 1297
2246 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
2247 * map. 1299 * map.
2248 */ 1300 */
2251 1303
2252/* This is basically the same as out_of_map above, but 1304/* This is basically the same as out_of_map above, but
2253 * instead we return NULL if no map is valid (coordinates 1305 * instead we return NULL if no map is valid (coordinates
2254 * out of bounds and no tiled map), otherwise it returns 1306 * out of bounds and no tiled map), otherwise it returns
2255 * the map as that the coordinates are really on, and 1307 * the map as that the coordinates are really on, and
2256 * updates x and y to be the localized coordinates. 1308 * updates x and y to be the localised coordinates.
2257 * Using this is more efficient of calling out_of_map 1309 * Using this is more efficient of calling out_of_map
2258 * and then figuring out what the real map is 1310 * and then figuring out what the real map is
2259 */ 1311 */
2260mapstruct * 1312maptile *
2261get_map_from_coord (mapstruct *m, sint16 * x, sint16 * y) 1313maptile::xy_find (sint16 &x, sint16 &y)
2262{ 1314{
2263
2264 if (*x < 0) 1315 if (x < 0)
2265 { 1316 {
2266 if (!m->tile_path[3]) 1317 if (!tile_available (3))
2267 return NULL; 1318 return 0;
2268 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2269 load_and_link_tiled_map (m, 3);
2270 1319
2271 *x += MAP_WIDTH (m->tile_map[3]); 1320 x += tile_map[3]->width;
2272 return (get_map_from_coord (m->tile_map[3], x, y)); 1321 return tile_map[3]->xy_find (x, y);
2273 }
2274 if (*x >= MAP_WIDTH (m))
2275 { 1322 }
2276 if (!m->tile_path[1]) 1323
1324 if (x >= width)
1325 {
1326 if (!tile_available (1))
2277 return NULL; 1327 return 0;
2278 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2279 load_and_link_tiled_map (m, 1);
2280 1328
2281 *x -= MAP_WIDTH (m); 1329 x -= width;
2282 return (get_map_from_coord (m->tile_map[1], x, y)); 1330 return tile_map[1]->xy_find (x, y);
2283 } 1331 }
1332
2284 if (*y < 0) 1333 if (y < 0)
2285 { 1334 {
2286 if (!m->tile_path[0]) 1335 if (!tile_available (0))
2287 return NULL; 1336 return 0;
2288 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2289 load_and_link_tiled_map (m, 0);
2290 1337
2291 *y += MAP_HEIGHT (m->tile_map[0]); 1338 y += tile_map[0]->height;
2292 return (get_map_from_coord (m->tile_map[0], x, y)); 1339 return tile_map[0]->xy_find (x, y);
2293 }
2294 if (*y >= MAP_HEIGHT (m))
2295 { 1340 }
2296 if (!m->tile_path[2]) 1341
1342 if (y >= height)
1343 {
1344 if (!tile_available (2))
2297 return NULL; 1345 return 0;
2298 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2299 load_and_link_tiled_map (m, 2);
2300 1346
2301 *y -= MAP_HEIGHT (m); 1347 y -= height;
2302 return (get_map_from_coord (m->tile_map[2], x, y)); 1348 return tile_map[2]->xy_find (x, y);
2303 } 1349 }
2304 1350
2305 /* Simple case - coordinates are within this local 1351 /* Simple case - coordinates are within this local
2306 * map. 1352 * map.
2307 */ 1353 */
2308
2309 return m; 1354 return this;
2310} 1355}
2311 1356
2312/** 1357/**
2313 * Return whether map2 is adjacent to map1. If so, store the distance from 1358 * Return whether map2 is adjacent to map1. If so, store the distance from
2314 * map1 to map2 in dx/dy. 1359 * map1 to map2 in dx/dy.
2315 */ 1360 */
2316static int 1361int
2317adjacent_map (const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) 1362adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2318{ 1363{
2319 if (!map1 || !map2) 1364 if (!map1 || !map2)
2320 return 0; 1365 return 0;
2321 1366
1367 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1368 //fix: compare paths instead (this is likely faster, too!)
2322 if (map1 == map2) 1369 if (map1 == map2)
2323 { 1370 {
2324 *dx = 0; 1371 *dx = 0;
2325 *dy = 0; 1372 *dy = 0;
2326
2327 } 1373 }
2328 else if (map1->tile_map[0] == map2) 1374 else if (map1->tile_map[0] == map2)
2329 { /* up */ 1375 { /* up */
2330 *dx = 0; 1376 *dx = 0;
2331 *dy = -MAP_HEIGHT (map2); 1377 *dy = -map2->height;
2332 } 1378 }
2333 else if (map1->tile_map[1] == map2) 1379 else if (map1->tile_map[1] == map2)
2334 { /* right */ 1380 { /* right */
2335 *dx = MAP_WIDTH (map1); 1381 *dx = map1->width;
2336 *dy = 0; 1382 *dy = 0;
2337 } 1383 }
2338 else if (map1->tile_map[2] == map2) 1384 else if (map1->tile_map[2] == map2)
2339 { /* down */ 1385 { /* down */
2340 *dx = 0; 1386 *dx = 0;
2341 *dy = MAP_HEIGHT (map1); 1387 *dy = map1->height;
2342 } 1388 }
2343 else if (map1->tile_map[3] == map2) 1389 else if (map1->tile_map[3] == map2)
2344 { /* left */ 1390 { /* left */
2345 *dx = -MAP_WIDTH (map2); 1391 *dx = -map2->width;
2346 *dy = 0; 1392 *dy = 0;
2347
2348 } 1393 }
2349 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1394 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2350 { /* up right */ 1395 { /* up right */
2351 *dx = MAP_WIDTH (map1->tile_map[0]); 1396 *dx = map1->tile_map[0]->width;
2352 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1397 *dy = -map1->tile_map[0]->height;
2353 } 1398 }
2354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1399 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2355 { /* up left */ 1400 { /* up left */
2356 *dx = -MAP_WIDTH (map2); 1401 *dx = -map2->width;
2357 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1402 *dy = -map1->tile_map[0]->height;
2358 } 1403 }
2359 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1404 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2360 { /* right up */ 1405 { /* right up */
2361 *dx = MAP_WIDTH (map1); 1406 *dx = map1->width;
2362 *dy = -MAP_HEIGHT (map2); 1407 *dy = -map2->height;
2363 } 1408 }
2364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1409 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2365 { /* right down */ 1410 { /* right down */
2366 *dx = MAP_WIDTH (map1); 1411 *dx = map1->width;
2367 *dy = MAP_HEIGHT (map1->tile_map[1]); 1412 *dy = map1->tile_map[1]->height;
2368 } 1413 }
2369 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1414 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2370 { /* down right */ 1415 { /* down right */
2371 *dx = MAP_WIDTH (map1->tile_map[2]); 1416 *dx = map1->tile_map[2]->width;
2372 *dy = MAP_HEIGHT (map1); 1417 *dy = map1->height;
2373 } 1418 }
2374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1419 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2375 { /* down left */ 1420 { /* down left */
2376 *dx = -MAP_WIDTH (map2); 1421 *dx = -map2->width;
2377 *dy = MAP_HEIGHT (map1); 1422 *dy = map1->height;
2378 } 1423 }
2379 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1424 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2380 { /* left up */ 1425 { /* left up */
2381 *dx = -MAP_WIDTH (map1->tile_map[3]); 1426 *dx = -map1->tile_map[3]->width;
2382 *dy = -MAP_HEIGHT (map2); 1427 *dy = -map2->height;
2383 } 1428 }
2384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1429 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2385 { /* left down */ 1430 { /* left down */
2386 *dx = -MAP_WIDTH (map1->tile_map[3]); 1431 *dx = -map1->tile_map[3]->width;
2387 *dy = MAP_HEIGHT (map1->tile_map[3]); 1432 *dy = map1->tile_map[3]->height;
2388
2389 } 1433 }
2390 else 1434 else
2391 { /* not "adjacent" enough */
2392 return 0; 1435 return 0;
2393 }
2394 1436
2395 return 1; 1437 return 1;
1438}
1439
1440maptile *
1441maptile::xy_load (sint16 &x, sint16 &y)
1442{
1443 maptile *map = xy_find (x, y);
1444
1445 if (map)
1446 map->load_sync ();
1447
1448 return map;
1449}
1450
1451maptile *
1452get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1453{
1454 return m->xy_load (*x, *y);
2396} 1455}
2397 1456
2398/* From map.c 1457/* From map.c
2399 * This is used by get_player to determine where the other 1458 * This is used by get_player to determine where the other
2400 * creature is. get_rangevector takes into account map tiling, 1459 * creature is. get_rangevector takes into account map tiling,
2401 * so you just can not look the the map coordinates and get the 1460 * so you just can not look the the map coordinates and get the
2402 * righte value. distance_x/y are distance away, which 1461 * righte value. distance_x/y are distance away, which
2403 * can be negativbe. direction is the crossfire direction scheme 1462 * can be negative. direction is the crossfire direction scheme
2404 * that the creature should head. part is the part of the 1463 * that the creature should head. part is the part of the
2405 * monster that is closest. 1464 * monster that is closest.
2406 * 1465 *
2407 * get_rangevector looks at op1 and op2, and fills in the 1466 * get_rangevector looks at op1 and op2, and fills in the
2408 * structure for op1 to get to op2. 1467 * structure for op1 to get to op2.
2413 * be unexpected 1472 * be unexpected
2414 * 1473 *
2415 * currently, the only flag supported (0x1) is don't translate for 1474 * currently, the only flag supported (0x1) is don't translate for
2416 * closest body part of 'op1' 1475 * closest body part of 'op1'
2417 */ 1476 */
2418
2419void 1477void
2420get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1478get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2421{ 1479{
2422 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1480 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2423 { 1481 {
2424 /* be conservative and fill in _some_ data */ 1482 /* be conservative and fill in _some_ data */
2425 retval->distance = 100000; 1483 retval->distance = 10000;
2426 retval->distance_x = 32767; 1484 retval->distance_x = 10000;
2427 retval->distance_y = 32767; 1485 retval->distance_y = 10000;
2428 retval->direction = 0; 1486 retval->direction = 0;
2429 retval->part = 0; 1487 retval->part = 0;
2430 } 1488 }
2431 else 1489 else
2432 { 1490 {
2437 1495
2438 best = op1; 1496 best = op1;
2439 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
2440 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 0x1) && op1->more)
2441 { 1499 {
2442 object *tmp;
2443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1500 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2444 1501
2445 /* we just take the offset of the piece to head to figure 1502 /* we just take the offset of the piece to head to figure
2446 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
2447 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
2448 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
2449 * below works. 1506 * below works.
2450 */ 1507 */
2451 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2452 { 1509 {
2453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1510 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2455 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
2456 { 1513 {
2457 best_distance = tmpi; 1514 best_distance = tmpi;
2458 best = tmp; 1515 best = tmp;
2459 } 1516 }
2460 } 1517 }
1518
2461 if (best != op1) 1519 if (best != op1)
2462 { 1520 {
2463 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
2464 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
2465 } 1523 }
2466 } 1524 }
1525
2467 retval->part = best; 1526 retval->part = best;
2468 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2469 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2470 } 1529 }
2471} 1530}
2472 1531
2473/* this is basically the same as get_rangevector above, but instead of 1532/* this is basically the same as get_rangevector above, but instead of
2478 * flags has no meaning for this function at this time - I kept it in to 1537 * flags has no meaning for this function at this time - I kept it in to
2479 * be more consistant with the above function and also in case they are needed 1538 * be more consistant with the above function and also in case they are needed
2480 * for something in the future. Also, since no object is pasted, the best 1539 * for something in the future. Also, since no object is pasted, the best
2481 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
2482 */ 1541 */
2483
2484void 1542void
2485get_rangevector_from_mapcoord (const mapstruct *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1543get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2486{ 1544{
2487 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2488 { 1546 {
2489 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
2490 retval->distance = 100000; 1548 retval->distance = 100000;
2497 { 1555 {
2498 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
2499 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
2500 1558
2501 retval->part = NULL; 1559 retval->part = NULL;
2502 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1560 retval->distance = idistance (retval->distance_x, retval->distance_y);
2503 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2504 } 1562 }
2505} 1563}
2506 1564
2507/* Returns true of op1 and op2 are effectively on the same map 1565/* Returns true of op1 and op2 are effectively on the same map
2508 * (as related to map tiling). Note that this looks for a path from 1566 * (as related to map tiling). Note that this looks for a path from
2509 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1567 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2510 * to op1, this will still return false. 1568 * to op1, this will still return false.
2511 * Note we only look one map out to keep the processing simple 1569 * Note we only look one map out to keep the processing simple
2512 * and efficient. This could probably be a macro. 1570 * and efficient. This could probably be a macro.
2513 * MSW 2001-08-05 1571 * MSW 2001-08-05
2514 */ 1572 */
2517{ 1575{
2518 int dx, dy; 1576 int dx, dy;
2519 1577
2520 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
2521} 1579}
1580
1581object *
1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1583{
1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1585}
1586
1587region *
1588maptile::region (int x, int y) const
1589{
1590 if (regions
1591 && regionmap
1592 && !OUT_OF_REAL_MAP (this, x, y))
1593 if (struct region *reg = regionmap [regions [y * width + x]])
1594 return reg;
1595
1596 if (default_region)
1597 return default_region;
1598
1599 return ::region::default_region ();
1600}
1601
1602/* picks a random object from a style map.
1603 */
1604object *
1605maptile::pick_random_object (rand_gen &gen) const
1606{
1607 /* while returning a null object will result in a crash, that
1608 * is actually preferable to an infinite loop. That is because
1609 * most servers will automatically restart in case of crash.
1610 * Change the logic on getting the random space - shouldn't make
1611 * any difference, but this seems clearer to me.
1612 */
1613 for (int i = 1000; --i;)
1614 {
1615 object *pick = at (gen (width), gen (height)).bot;
1616
1617 // do not prefer big monsters just because they are big.
1618 if (pick && pick->is_head ())
1619 return pick->head_ ();
1620 }
1621
1622 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return archetype::find ("bug");
1624}
1625
1626void
1627maptile::play_sound (faceidx sound, int x, int y) const
1628{
1629 if (!sound)
1630 return;
1631
1632 for_all_players_on_map (pl, this)
1633 if (client *ns = pl->ns)
1634 {
1635 int dx = x - pl->ob->x;
1636 int dy = y - pl->ob->y;
1637
1638 int distance = idistance (dx, dy);
1639
1640 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy);
1642 }
1643}
1644

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines