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Comparing deliantra/server/common/map.C (file contents):
Revision 1.16 by root, Wed Aug 30 16:30:37 2006 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.16 2006/08/30 16:30:37 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 24#include <unistd.h>
36#endif /* win32 */
37 25
26#include "global.h"
27#include "loader.h"
38#include "path.h" 28#include "path.h"
39 29
40 30sint8 maptile::outdoor_darkness;
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 31
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 37 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 38 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
244 */ 41 */
42int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 44{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 45 sint16 newx = x;
253 newy = y; 46 sint16 newy = y;
47
254 mp = get_map_from_coord(oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 49
256 retval |= P_NEW_MAP; 50 if (!mp)
51 return P_OUT_OF_MAP;
52
257 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 54 if (nx) *nx = newx;
259 if (ny) *ny = newy; 55 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 56
262 if (retval & P_SAFE) 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 58}
267
268 59
269/* 60/*
270 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 67 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 68 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 70 * by the caller.
280 */ 71 */
281 72int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 73blocked_link (object *ob, maptile *m, int sx, int sy)
74{
283 object *tmp; 75 object *tmp;
284 int mflags, blocked; 76 int mflags, blocked;
285 77
286 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 79 * have already checked this.
288 */ 80 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 88 * directly.
296 */ 89 */
297 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
298 91
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 93
301 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 96 * things we need to do for players.
304 */ 97 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0;
306 100
307 /* if there isn't anytyhing alive on this space, and this space isn't 101 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 102 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 103 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 104 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 105 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
313 */ 107 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
315 110
316 if(ob->head != NULL) 111 ob = ob->head_ ();
317 ob=ob->head;
318 112
319 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
323 */ 117 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
325 120
326 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
328 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
330 * pass through this space. 126 * pass through this space.
331 */ 127 */
332 if (tmp->last_sp) { 128 if (tmp->last_sp)
129 {
333 if (check_inv_recursive(ob,tmp)==NULL) 130 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 131 return 1;
335 else 132 else
336 continue; 133 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 134 }
346 } /* if check_inv */
347 else { 135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
348 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
350 * movement, can't move here. 150 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
352 * hidden dm 152 * hidden dm
353 */ 153 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 if (OB_MOVE_BLOCK (ob, tmp))
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
358 } 163 }
359 164
360 } 165 }
361 return 0; 166 return 0;
362} 167}
363
364 168
365/* 169/*
366 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
367 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
370 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
371 * 175 *
372 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
373 * 177 *
374 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
386 * 190 *
387 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
389 * against the move_block values. 193 * against the move_block values.
390 */ 194 */
391 195bool
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 196object::blocked (maptile *m, int x, int y) const
393 archetype *tmp; 197{
394 int flag; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
405 201
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 202 if (!pos.normalise ())
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 203 return 1;
408 204
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 205 mapspace &ms = *pos;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 206
412 /* find_first_free_spot() calls this function. However, often 207 if (ms.flags () & P_IS_ALIVE)
413 * ob doesn't have any move type (when used to place exits) 208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
416 216
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
421 */ 219 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 220 if (ms.blocks (move_type))
423 return AB_NO_PASS; 221 return 1;
424
425 } 222 }
223
426 return 0; 224 return 0;
427} 225}
428 226
429/* When the map is loaded, load_object does not actually insert objects 227/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 229 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
434 */ 232 */
435 233void
436void fix_container(object *container) 234fix_container (object *container)
437{ 235{
438 object *tmp=container->inv, *next; 236 object *tmp = container->inv, *next;
439 237
440 container->inv=NULL; 238 container->inv = 0;
441 while (tmp!=NULL) { 239 while (tmp)
240 {
442 next = tmp->below; 241 next = tmp->below;
443 if (tmp->inv) 242 if (tmp->inv)
444 fix_container(tmp); 243 fix_container (tmp);
244
445 (void) insert_ob_in_ob(tmp,container); 245 insert_ob_in_ob (tmp, container);
446 tmp = next; 246 tmp = next;
447 } 247 }
248
448 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
449 * carrying. 250 //TODO: remove
450 */ 251 container->update_weight ();
451 sum_weight(container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
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);
452} 276}
453 277
454/* 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
455 * 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
456 * 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
457 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 282 */
460 283void
461static void link_multipart_objects(mapstruct *m) 284maptile::link_multipart_objects ()
462{ 285{
463 int x,y; 286 if (!spaces)
464 object *tmp, *op, *last, *above; 287 return;
465 archetype *at;
466 288
467 for(x=0;x<MAP_WIDTH(m);x++) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 290 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 291 object *op = ms->bot;
470 above=tmp->above; 292 while (op)
471 293 {
472 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 295 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 296 {
297 op->remove ();
298 op->expand_tail ();
299
300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
307 }
308 else
309 op = op->above;
310 }
311 }
312}
506 313
507/* 314/*
508 * 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
509 * file pointer. 316 * file pointer.
510 * mapflags is the same as we get with load_original_map
511 */ 317 */
318bool
319maptile::_load_objects (object_thawer &f)
320{
321 for (;;)
322 {
323 coroapi::cede_to_tick (); // cede once in a while
512 324
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 325 switch (f.kw)
514 int i,j,bufstate=LO_NEWFILE;
515 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp;
517
518 op=get_object();
519 op->map = m; /* To handle buttons correctly */
520
521 while((i = load_object (fp, op, bufstate, mapflags))) {
522 /* Since the loading of the map header does not load an object
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */ 326 {
526 bufstate = LO_REPEAT; 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
527 333
528 /* if the archetype for the object is null, means that we 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
529 * got an invalid object. Don't do anything with it - the game 335 {
530 * or editor will not be able to do anything with it either. 336 // we insert manually because
531 */ 337 // a) its way faster
532 if (op->arch==NULL) { 338 // b) we remove manually, too, and there are good reasons for that
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 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
534 continue; 362 continue;
535 }
536 363
537
538 switch(i) {
539 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546
547 if (op->inv)
548 sum_weight(op);
549
550 prev=op,last_more=op;
551 break;
552
553 case LL_MORE: 364 case KW_EOF:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 365 return true;
555 op->head=prev,last_more->more=op,last_more=op; 366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
556 break; 370 break;
557 } 371 }
558 if (mapflags & MAP_STYLE) { 372
559 remove_from_active_list(op); 373 f.next ();
374 }
375
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)
413 {
414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
415
416 if (expect_false (!op->can_map_save ()))
417 continue;
418
419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
420 {
421 if (flags & IO_UNIQUES)
422 op->write (f);
423 }
424 else if (expect_true (flags & IO_OBJECTS))
425 op->write (f);
560 } 426 }
561 op=get_object();
562 op->map = m;
563 } 427 }
564 for (i=0;i<m->width;i++){
565 for (j=0;j<m->height;j++){
566 unique =0;
567 /* check for unique items, or unique squares */
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
570 unique = 1;
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
573 }
574 }
575 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 428
580/* This saves all the objects on the map in a non destructive fashion. 429 coroapi::cede_to_tick ();
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 430
582 * and we only save the head of multi part objects - this is needed 431 return true;
583 * in order to do map tiling properly. 432}
433
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.
584 */ 451 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 452 width = 16;
586 int i, j = 0,unique=0; 453 height = 16;
587 object *op; 454 timeout = 300;
588 /* first pass - save one-part objects */ 455 max_nrof = 1000; // 1000 items of anything
589 for(i = 0; i < MAP_WIDTH(m); i++) 456 max_volume = 2000000; // 2m³
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 457}
591 unique=0;
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595 458
596 if(op->type == PLAYER) { 459maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 460{
598 continue; 461 in_memory = MAP_SWAPPED;
599 }
600 462
601 if (op->head || op->owner) 463 width = w;
602 continue; 464 height = h;
465 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0;
468 enter_y = 0;
603 469
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 470 alloc ();
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614} 471}
615 472
616/* 473/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else
633 mp->next=map;
634
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct. 474 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
654 * map. 476 * map.
655 */ 477 */
656 478void
657void allocate_map(mapstruct *m) { 479maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 480{
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) { 481 if (spaces)
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
684} 485}
685 486
686/* 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
687 * 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
688 * at a later date. 489 * at a later date.
689 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
690 */ 491 */
691 492static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 493parse_shop_string (const char *input_string)
494{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 496 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 497 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 498 const typedata *current_type;
697 499
698 shop_string=strdup_local(input_string); 500 shop_string = strdup (input_string);
699 p=shop_string; 501 p = shop_string;
700 /* 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 */
701 while (p) { 503 while (p)
504 {
702 p=strchr(p, ';'); 505 p = strchr (p, ';');
703 number_of_entries++; 506 number_of_entries++;
704 if (p) p++; 507 if (p)
508 p++;
705 } 509 }
510
706 p=shop_string; 511 p = shop_string;
707 strip_endline(p); 512 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 513 items = new shopitems[number_of_entries + 1];
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) { 514 for (i = 0; i < number_of_entries; i++)
515 {
711 if (!p) { 516 if (!p)
517 {
712 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");
713 break; 519 break;
714 } 520 }
521
715 next_semicolon=strchr(p, ';'); 522 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 523 next_colon = strchr (p, ':');
717 /* 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. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
527
528 if (isdigit (*p) || *p == '*')
720 529 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 530 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 531 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 532 if (current_type)
533 {
725 items[i].name=current_type->name; 534 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 535 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 536 }
745 } 537 }
538 else
539 { /*we have a named type, let's figure out what it is */
540 q = strpbrk (p, ";:");
541 if (q)
542 *q = '\0';
543
544 current_type = get_typedata_by_name (p);
545 if (current_type)
546 {
547 items[i].name = current_type->name;
548 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl;
550 }
551 else
552 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning
554 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 }
557 }
558
746 items[i].index=number_of_entries; 559 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 560 if (next_semicolon)
561 p = ++next_semicolon;
562 else
748 else p=NULL; 563 p = NULL;
749 } 564 }
565
750 free(shop_string); 566 free (shop_string);
751 return items; 567 return items;
752} 568}
753 569
754/* 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
755 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
572static void
756static void print_shop_string(mapstruct *m, char *output_string) { 573print_shop_string (maptile *m, char *output_string)
574{
757 int i; 575 int i;
758 char tmp[MAX_BUF]; 576 char tmp[MAX_BUF];
577
759 strcpy(output_string, ""); 578 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 579 for (i = 0; i < m->shopitems[0].index; i++)
580 {
761 if (m->shopitems[i].typenum) { 581 if (m->shopitems[i].typenum)
582 {
762 if (m->shopitems[i].strength) { 583 if (m->shopitems[i].strength)
763 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);
764 } 585 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 587 }
767 else { 588 else
589 {
768 if (m->shopitems[i].strength) { 590 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 592 else
771 else sprintf(tmp, "*"); 593 sprintf (tmp, "*");
772 } 594 }
595
773 strcat(output_string, tmp); 596 strcat (output_string, tmp);
774 } 597 }
775} 598}
776 599
777/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
782 * 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
783 * sense. 606 * sense.
784 * 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
785 * 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.
786 * MSW 2001-07-01 609 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 610 */
789 611bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 612maptile::_load_header (object_thawer &thawer)
791{ 613{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 614 for (;;)
793 int msgpos=0; 615 {
794 int maplorepos=0; 616 switch (thawer.kw)
795
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 buf[HUGE_BUF-1] = 0;
798 key = buf;
799 while (isspace(*key)) key++;
800 if (*key == 0) continue; /* empty line */
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 617 {
820 if (!end) { 618 case KW_msg:
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 619 thawer.get_ml (KW_endmsg, msg);
822 buf); 620 break;
621
622 case KW_lore: // CF+ extension
623 thawer.get_ml (KW_endlore, maplore);
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 ();
823 return 1; 686 return true;
824 }
825
826 687
827 /* key is the field name, value is what it should be set 688 default:
828 * to. We've already done the work to null terminate key, 689 if (!thawer.parse_error ("map", 0))
829 * and strip off any leading spaces for both of these. 690 return false;
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break; 691 break;
873 } 692 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949 693
950 if (tile<1 || tile>4) { 694 thawer.next ();
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 695 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 696
1023 object_thawer thawer (pathname); 697 abort ();
1024
1025 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049}
1050
1051/*
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m;
1098}
1099
1100/*
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 698}
1131 699
1132/****************************************************************************** 700/******************************************************************************
1133 * This is the start of unique map handling code 701 * This is the start of unique map handling code
1134 *****************************************************************************/ 702 *****************************************************************************/
1135 703
1136/* 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. */
1137static void delete_unique_items(mapstruct *m) 705void
706maptile::clear_unique_items ()
1138{ 707{
1139 int i,j,unique; 708 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 709 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 710 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 711 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 712 {
713 object *above = op->above;
714
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 716 unique = 1;
717
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op); 719 op->destroy ();
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 720
1152 remove_button_link(op); 721 op = above;
1153 remove_ob(op);
1154 free_object(op);
1155 }
1156 }
1157 } 722 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 723 }
1208 LOG (llevError, "Tried to save map without path.\n"); 724}
1209 return -1;
1210 }
1211 725
1212 if (flag || (m->unique) || (m->templatemap)) 726bool
1213 { 727maptile::_save_header (object_freezer &freezer)
1214 if (!m->unique && !m->templatemap) 728{
1215 { /* flag is set */ 729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1216 if (flag == 2) 730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 731
1224 make_path_to_file (filename); 732 MAP_OUT2 (arch, "map");
1225 }
1226 else
1227 {
1228 if (!m->tmpname)
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1230 strcpy (filename, m->tmpname);
1231 }
1232 733
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 734 if (name) MAP_OUT (name);
1234 m->in_memory = MAP_SAVING; 735 MAP_OUT (swap_time);
1235 736 MAP_OUT (reset_time);
1236 object_freezer fp (filename); 737 MAP_OUT (reset_timeout);
1237
1238 /* legacy */
1239 fprintf (fp, "arch map\n");
1240 if (m->name)
1241 fprintf (fp, "name %s\n", m->name);
1242 if (!flag)
1243 fprintf (fp, "swap_time %d\n", m->swap_time);
1244 if (m->reset_timeout)
1245 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1246 if (m->fixed_resettime) 738 MAP_OUT (fixed_resettime);
1247 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 739 MAP_OUT (no_reset);
1248 /* we unfortunately have no idea if this is a value the creator set 740 MAP_OUT (no_drop);
1249 * or a difficulty value we generated when the map was first loaded 741 MAP_OUT (difficulty);
1250 */ 742
1251 if (m->difficulty) 743 if (default_region) MAP_OUT2 (region, default_region->name);
1252 fprintf (fp, "difficulty %d\n", m->difficulty); 744
1253 if (m->region)
1254 fprintf (fp, "region %s\n", m->region->name);
1255 if (m->shopitems) 745 if (shopitems)
1256 { 746 {
747 char shop[MAX_BUF];
1257 print_shop_string (m, shop); 748 print_shop_string (this, shop);
1258 fprintf (fp, "shopitems %s\n", shop); 749 MAP_OUT2 (shopitems, shop);
1259 }
1260 if (m->shopgreed)
1261 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1262#ifndef WIN32
1263 if (m->shopmin)
1264 fprintf (fp, "shopmin %llu\n", m->shopmin);
1265 if (m->shopmax)
1266 fprintf (fp, "shopmax %llu\n", m->shopmax);
1267#else
1268 if (m->shopmin)
1269 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1272#endif
1273 if (m->shoprace)
1274 fprintf (fp, "shoprace %s\n", m->shoprace);
1275 if (m->darkness)
1276 fprintf (fp, "darkness %d\n", m->darkness);
1277 if (m->width)
1278 fprintf (fp, "width %d\n", m->width);
1279 if (m->height)
1280 fprintf (fp, "height %d\n", m->height);
1281 if (m->enter_x)
1282 fprintf (fp, "enter_x %d\n", m->enter_x);
1283 if (m->enter_y)
1284 fprintf (fp, "enter_y %d\n", m->enter_y);
1285 if (m->msg)
1286 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1287 if (m->maplore)
1288 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1289 if (m->unique)
1290 fprintf (fp, "unique %d\n", m->unique);
1291 if (m->templatemap)
1292 fprintf (fp, "template %d\n", m->templatemap);
1293 if (m->outdoor)
1294 fprintf (fp, "outdoor %d\n", m->outdoor);
1295 if (m->temp)
1296 fprintf (fp, "temp %d\n", m->temp);
1297 if (m->pressure)
1298 fprintf (fp, "pressure %d\n", m->pressure);
1299 if (m->humid)
1300 fprintf (fp, "humid %d\n", m->humid);
1301 if (m->windspeed)
1302 fprintf (fp, "windspeed %d\n", m->windspeed);
1303 if (m->winddir)
1304 fprintf (fp, "winddir %d\n", m->winddir);
1305 if (m->sky)
1306 fprintf (fp, "sky %d\n", m->sky);
1307 if (m->nosmooth)
1308 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1309
1310 /* Save any tiling information, except on overlays */
1311 if (flag != 2)
1312 for (i = 0; i < 4; i++)
1313 if (m->tile_path[i])
1314 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1315
1316 fp.put (m);
1317 fprintf (fp, "end\n");
1318
1319 /* In the game save unique items in the different file, but
1320 * in the editor save them to the normal map file.
1321 * If unique map, save files in the proper destination (set by
1322 * player)
1323 */
1324 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1325 { 750 }
1326 sprintf (buf, "%s.v00", create_items_path (m->path));
1327 751
1328 object_freezer fp2 (buf); 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);
1329 761
1330 if (flag == 2) 762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1331 save_objects (m, fp, fp2, 2); 763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1332 else
1333 save_objects (m, fp, fp2, 0);
1334 }
1335 else
1336 { /* save same file when not playing, like in editor */
1337 save_objects (m, fp, fp, 0);
1338 }
1339 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
1340 return 0; 784 return true;
1341} 785}
1342 786
1343 787bool
1344/* 788maptile::_save_header (const char *path)
1345 * Remove and free all objects in the inventory of the given object.
1346 * object.c ?
1347 */
1348
1349void clean_object(object *op)
1350{ 789{
1351 object *tmp, *next; 790 object_freezer freezer;
1352 791
1353 for(tmp = op->inv; tmp; tmp = next) 792 if (!_save_header (freezer))
1354 { 793 return false;
1355 next = tmp->below; 794
1356 clean_object(tmp); 795 return freezer.save (path);
1357 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1358 remove_button_link(tmp);
1359 remove_ob(tmp);
1360 free_object(tmp);
1361 }
1362} 796}
1363 797
1364/* 798/*
1365 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
1366 */ 800 */
801void
802maptile::clear ()
803{
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
1367 812
1368void free_all_objects(mapstruct *m) { 813 op->flag [FLAG_REMOVED] = true;
1369 int i,j;
1370 object *op;
1371 814
1372 for(i=0;i<MAP_WIDTH(m);i++) 815 object *head = op->head_ ();
1373 for(j=0;j<MAP_HEIGHT(m);j++) { 816 if (op == head)
1374 object *previous_obj=NULL; 817 op->destroy ();
1375 while((op=GET_MAP_OB(m,i,j))!=NULL) { 818 else if (head->map != op->map)
1376 if (op==previous_obj) { 819 {
1377 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1378 break; 821 head->destroy ();
1379 } 822 }
1380 previous_obj=op;
1381 if(op->head!=NULL)
1382 op = op->head;
1383
1384 /* If the map isn't in memory, free_object will remove and
1385 * free objects in op's inventory. So let it do the job.
1386 */
1387 if (m->in_memory==MAP_IN_MEMORY)
1388 clean_object(op);
1389 remove_ob(op);
1390 free_object(op);
1391 } 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;
1392 } 904 }
1393#ifdef MANY_CORES 905 else if (op->is_armor ())
1394 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 906 {
1395 * an item on that map was not saved - look for that condition and die as appropriate - 907 op->stats.ac--;
1396 * this leaves more of the map data intact for better debugging. 908 if (op->stats.ac < 0)
1397 */ 909 destroy = 1;
1398 for (op=objects; op!=NULL; op=op->next) {
1399 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1400 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1401 abort();
1402 } 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 ();
1403 } 938 }
1404#endif
1405} 939}
1406 940
1407/* 941/*
1408 * Frees everything allocated by the given mapstructure. 942 * Updates every button on the map (by calling update_button() for them).
1409 * don't free tmpname - our caller is left to do that
1410 */ 943 */
1411 944void
1412void free_map(mapstruct *m,int flag) { 945maptile::update_buttons ()
1413 int i; 946{
1414 947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1415 if (!m->in_memory) { 948 for (objectlink *ol = obp->link; ol; ol = ol->next)
1416 LOG(llevError,"Trying to free freed map.\n"); 949 {
1417 return; 950 if (!ol->ob)
1418 }
1419 if (flag && m->spaces) free_all_objects(m);
1420 if (m->name) FREE_AND_CLEAR(m->name);
1421 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1422 if (m->msg) FREE_AND_CLEAR(m->msg);
1423 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1424 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1425 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1426 if (m->buttons)
1427 free_objectlinkpt(m->buttons);
1428 m->buttons = NULL;
1429 for (i=0; i<4; i++) {
1430 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1431 m->tile_map[i] = NULL;
1432 }
1433 m->in_memory = MAP_SWAPPED;
1434}
1435
1436/*
1437 * function: vanish mapstruct
1438 * m : pointer to mapstruct, if NULL no action
1439 * this deletes all the data on the map (freeing pointers)
1440 * and then removes this map from the global linked list of maps.
1441 */
1442
1443void delete_map(mapstruct *m) {
1444 mapstruct *tmp, *last;
1445 int i;
1446
1447 if (!m)
1448 return;
1449
1450 m->clear ();
1451
1452 if (m->in_memory == MAP_IN_MEMORY) {
1453 /* change to MAP_SAVING, even though we are not,
1454 * so that remove_ob doesn't do as much work.
1455 */ 951 {
1456 m->in_memory = MAP_SAVING; 952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1457 free_map (m, 1); 953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1458 } 954 continue;
1459 /* move this out of free_map, since tmpname can still be needed if
1460 * the map is swapped out.
1461 */
1462 if (m->tmpname) {
1463 free(m->tmpname);
1464 m->tmpname=NULL;
1465 }
1466 last = NULL;
1467 /* We need to look through all the maps and see if any maps
1468 * are pointing at this one for tiling information. Since
1469 * tiling can be assymetric, we just can not look to see which
1470 * maps this map tiles with and clears those.
1471 */
1472 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1473 if (tmp->next == m) last = tmp;
1474
1475 /* This should hopefully get unrolled on a decent compiler */
1476 for (i=0; i<4; i++)
1477 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1478 }
1479
1480 /* If last is null, then this should be the first map in the list */
1481 if (!last) {
1482 if (m == first_map)
1483 first_map = m->next;
1484 else
1485 /* m->path is a static char, so should hopefully still have
1486 * some useful data in it.
1487 */
1488 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1489 m->path);
1490 }
1491 else
1492 last->next = m->next;
1493
1494 free (m);
1495}
1496
1497
1498
1499/*
1500 * Makes sure the given map is loaded and swapped in.
1501 * name is path name of the map.
1502 * flags meaning:
1503 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1504 * and don't do unique items or the like.
1505 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1506 * dont do any more name translation on it.
1507 *
1508 * Returns a pointer to the given map.
1509 */
1510
1511mapstruct *ready_map_name(const char *name, int flags) {
1512 mapstruct *m;
1513
1514 if (!name)
1515 return (NULL);
1516
1517 /* Have we been at this level before? */
1518 m = has_been_loaded (name);
1519
1520 /* Map is good to go, so just return it */
1521 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1522 return m;
1523 }
1524
1525 /* unique maps always get loaded from their original location, and never
1526 * a temp location. Likewise, if map_flush is set, or we have never loaded
1527 * this map, load it now. I removed the reset checking from here -
1528 * it seems the probability of a player trying to enter a map that should
1529 * reset but hasn't yet is quite low, and removing that makes this function
1530 * a bit cleaner (and players probably shouldn't rely on exact timing for
1531 * resets in any case - if they really care, they should use the 'maps command.
1532 */
1533 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1534
1535 /* first visit or time to reset */
1536 if (m) {
1537 clean_tmp_map(m); /* Doesn't make much difference */
1538 delete_map(m);
1539 } 955 }
1540 956
1541 /* create and load a map */ 957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1542 if (flags & MAP_PLAYER_UNIQUE)
1543 LOG(llevDebug, "Trying to load map %s.\n", name);
1544 else
1545 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1546
1547 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1548 return (NULL);
1549
1550 fix_auto_apply(m); /* Chests which open as default */
1551
1552 /* If a player unique map, no extra unique object file to load.
1553 * if from the editor, likewise.
1554 */ 958 {
1555 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 959 update_button (ol->ob);
1556 load_unique_objects(m); 960 break;
1557
1558 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1559 m=load_overlay_map(name, m);
1560 if (m==NULL)
1561 return NULL;
1562 } 961 }
1563
1564 if (flags & MAP_PLAYER_UNIQUE)
1565 INVOKE_MAP (SWAPIN, m);
1566
1567 } else {
1568 /* If in this loop, we found a temporary map, so load it up. */
1569
1570 m=load_temporary_map (m);
1571 if(m==NULL) return NULL;
1572 load_unique_objects(m);
1573
1574 clean_tmp_map(m);
1575 m->in_memory = MAP_IN_MEMORY;
1576 /* tempnam() on sun systems (probably others) uses malloc
1577 * to allocated space for the string. Free it here.
1578 * In some cases, load_temporary_map above won't find the
1579 * temporary map, and so has reloaded a new map. If that
1580 * is the case, tmpname is now null
1581 */
1582 if (m->tmpname) free(m->tmpname);
1583 m->tmpname = NULL;
1584 /* It's going to be saved anew anyway */
1585 } 962 }
1586
1587 /* Below here is stuff common to both first time loaded maps and
1588 * temp maps.
1589 */
1590
1591 decay_objects(m); /* start the decay */
1592 /* In case other objects press some buttons down */
1593 update_buttons(m);
1594 if (m->outdoor)
1595 set_darkness_map(m);
1596 /* run the weather over this map */
1597 weather_effect(name);
1598 return m;
1599} 963}
1600
1601 964
1602/* 965/*
1603 * 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.
1604 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1605 * 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.
1606 * 969 *
1607 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
1608 * 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
1609 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1610 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1611 */ 974 */
1612 975int
1613int calculate_difficulty(mapstruct *m) { 976maptile::estimate_difficulty () const
1614 object *op; 977{
1615 archetype *at;
1616 int x, y, i, diff;
1617 long monster_cnt = 0; 978 long monster_cnt = 0;
1618 double avgexp = 0; 979 double avgexp = 0;
1619 sint64 total_exp = 0; 980 sint64 total_exp = 0;
1620 981
1621 if (MAP_DIFFICULTY (m)) 982 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1622 { 983 for (object *op = ms->bot; op; op = op->above)
1623 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1624 return MAP_DIFFICULTY (m);
1625 }
1626
1627 for(x = 0; x < MAP_WIDTH(m); x++)
1628 for(y = 0; y < MAP_HEIGHT(m); y++)
1629 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1630 { 984 {
1631 if(QUERY_FLAG (op, FLAG_MONSTER)) 985 if (QUERY_FLAG (op, FLAG_MONSTER))
1632 { 986 {
1633 total_exp += op->stats.exp; 987 total_exp += op->stats.exp;
1634 monster_cnt++; 988 monster_cnt++;
1635 } 989 }
1636 990
1637 if(QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1638 { 992 {
1639 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1640 at = type_to_archetype(GENERATE_TYPE (op));
1641 994
1642 if(at != NULL) 995 if (archetype *at = op->other_arch)
996 {
1643 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1644
1645 monster_cnt++; 998 monster_cnt++;
1646 } 999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1647 } 1006 }
1007 }
1648 1008
1649 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1650 1010
1651 for (i = 1; i <= settings.max_level; i++) 1011 for (int i = 1; i <= settings.max_level; i++)
1652 {
1653 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))
1654 {
1655 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1656 return i; 1013 return i;
1657 }
1658 }
1659 1014
1660 return 1; 1015 return 1;
1661}
1662
1663void clean_tmp_map(mapstruct *m) {
1664 if(m->tmpname == NULL)
1665 return;
1666 INVOKE_MAP (CLEAN, m);
1667 (void) unlink(m->tmpname);
1668}
1669
1670void free_all_maps(void)
1671{
1672 int real_maps=0;
1673
1674 while (first_map) {
1675 /* I think some of the callers above before it gets here set this to be
1676 * saving, but we still want to free this data
1677 */
1678 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1679 delete_map(first_map);
1680 real_maps++;
1681 }
1682 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1683} 1016}
1684 1017
1685/* change_map_light() - used to change map light level (darkness) 1018/* change_map_light() - used to change map light level (darkness)
1686 * up or down. Returns true if successful. It should now be 1019 * up or down. Returns true if successful. It should now be
1687 * possible to change a value by more than 1. 1020 * possible to change a value by more than 1.
1688 * 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
1689 * to maps than los. 1022 * to maps than los.
1690 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1691 */ 1024 */
1692 1025int
1693int change_map_light(mapstruct *m, int change) { 1026maptile::change_map_light (int change)
1694 int new_level = m->darkness + change; 1027{
1695
1696 /* Nothing to do */ 1028 /* Nothing to do */
1697 if(!change || (new_level <= 0 && m->darkness == 0) || 1029 if (!change)
1698 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1699 return 0; 1030 return 0;
1700 }
1701 1031
1702 /* inform all players on the map */ 1032 /* inform all players on the map */
1703 if (change>0) 1033 if (change > 0)
1704 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1705 else 1035 else
1706 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1707 1037
1708 /* Do extra checking. since m->darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1709 * we need to be extra careful about negative values.
1710 * In general, the checks below are only needed if change
1711 * is not +/-1
1712 */
1713 if (new_level < 0) m->darkness = 0;
1714 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1715 else m->darkness=new_level;
1716 1039
1717 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1718 update_all_map_los(m); 1041 update_all_map_los (this);
1042
1719 return 1; 1043 return 1;
1720} 1044}
1721
1722 1045
1723/* 1046/*
1724 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1725 * on the map (what it looks like, whether it blocks magic, 1048 * on the map (what it looks like, whether it blocks magic,
1726 * has a living creatures, prevents people from passing 1049 * has a living creatures, prevents people from passing
1727 * through, etc) 1050 * through, etc)
1728 */ 1051 */
1729void update_position (mapstruct *m, int x, int y) { 1052void
1730 object *tmp, *last = NULL; 1053mapspace::update_ ()
1731 uint8 flags = 0, oldflags, light=0, anywhere=0; 1054{
1732 New_Face *top,*floor, *middle; 1055 object *last = 0;
1733 object *top_obj, *floor_obj, *middle_obj; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1734 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1735 1059
1736 oldflags = GET_MAP_FLAGS(m,x,y); 1060 //object *middle = 0;
1737 if (!(oldflags & P_NEED_UPDATE)) { 1061 //object *top = 0;
1738 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1062 //object *floor = 0;
1739 m->path, x, y); 1063 // this seems to generate better code than using locals, above
1740 return; 1064 object *&top = faces_obj[0] = 0;
1065 object *&middle = faces_obj[1] = 0;
1066 object *&floor = faces_obj[2] = 0;
1067
1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1741 } 1069 {
1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1071 light += tmp->glow_radius;
1742 1072
1743 middle=blank_face;
1744 top=blank_face;
1745 floor=blank_face;
1746
1747 middle_obj = NULL;
1748 top_obj = NULL;
1749 floor_obj = NULL;
1750
1751 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1752
1753 /* This could be made additive I guess (two lights better than
1754 * one). But if so, it shouldn't be a simple additive - 2
1755 * light bulbs do not illuminate twice as far as once since
1756 * it is a disapation factor that is squared (or is it cubed?)
1757 */
1758 if (tmp->glow_radius > light) light = tmp->glow_radius;
1759
1760 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1761 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1762 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1763 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1764 * functions the move_player calls eventualy call this. 1077 * functions the move_player calls eventualy call this.
1765 * 1078 *
1766 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1767 */ 1080 */
1768 if (!tmp->invisible) { 1081 if (!tmp->invisible)
1082 {
1769 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1770 top = tmp->face;
1771 top_obj = tmp; 1084 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1086 {
1087 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them.
1089 */
1090 middle = 0;
1091 top = 0;
1092 floor = tmp;
1772 } 1093 }
1094 /* Flag anywhere have high priority */
1773 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1774 /* If we got a floor, that means middle and top were below it,
1775 * so should not be visible, so we clear them.
1776 */ 1096 {
1777 middle=blank_face; 1097 middle = tmp;
1778 top=blank_face; 1098 anywhere = 1;
1779 floor = tmp->face;
1780 floor_obj = tmp;
1781 } 1099 }
1782 /* Flag anywhere have high priority */ 1100
1783 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1101 /* Find the highest visible face around. If equal
1102 * visibilities, we still want the one nearer to the
1103 * top
1104 */
1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1784 middle = tmp->face; 1106 middle = tmp;
1107 }
1785 1108
1109 if (tmp == tmp->above)
1110 {
1111 LOG (llevError, "Error in structure of map\n");
1112 exit (-1);
1113 }
1114
1115 move_slow |= tmp->move_slow;
1116 move_block |= tmp->move_block;
1117 move_on |= tmp->move_on;
1118 move_off |= tmp->move_off;
1119 move_allow |= tmp->move_allow;
1120
1121 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1122 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1123 if (tmp->type == PLAYER) flags |= P_PLAYER;
1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1127 }
1128
1129 this->light = min (light, MAX_LIGHT_RADIUS);
1130 this->flags_ = flags;
1131 this->move_block = move_block & ~move_allow;
1132 this->move_on = move_on;
1133 this->move_off = move_off;
1134 this->move_slow = move_slow;
1135
1136 /* At this point, we have a floor face (if there is a floor),
1137 * and the floor is set - we are not going to touch it at
1138 * this point.
1139 * middle contains the highest visibility face.
1140 * top contains a player/monster face, if there is one.
1141 *
1142 * We now need to fill in top.face and/or middle.face.
1143 */
1144
1145 /* If the top face also happens to be high visibility, re-do our
1146 * middle face. This should not happen, as we already have the
1147 * else statement above so middle should not get set. OTOH, it
1148 * may be possible for the faces to match but be different objects.
1149 */
1150 if (top == middle)
1151 middle = 0;
1152
1153 /* There are three posibilities at this point:
1154 * 1) top face is set, need middle to be set.
1155 * 2) middle is set, need to set top.
1156 * 3) neither middle or top is set - need to set both.
1157 */
1158
1159 for (object *tmp = last; tmp; tmp = tmp->below)
1160 {
1161 /* Once we get to a floor, stop, since we already have a floor object */
1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1163 break;
1164
1165 /* If two top faces are already set, quit processing */
1166 if (top && middle)
1167 break;
1168
1169 /* Only show visible faces */
1170 if (!tmp->invisible)
1171 {
1172 /* Fill in top if needed */
1173 if (!top)
1174 {
1175 top = tmp;
1176 if (top == middle)
1786 middle_obj = tmp; 1177 middle = 0;
1787 anywhere =1;
1788 } 1178 }
1789 /* Find the highest visible face around. If equal 1179 else
1790 * visibilities, we still want the one nearer to the
1791 * top
1792 */
1793 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1794 middle = tmp->face;
1795 middle_obj = tmp;
1796 } 1180 {
1797 }
1798 if (tmp==tmp->above) {
1799 LOG(llevError, "Error in structure of map\n");
1800 exit (-1);
1801 }
1802
1803 move_slow |= tmp->move_slow;
1804 move_block |= tmp->move_block;
1805 move_on |= tmp->move_on;
1806 move_off |= tmp->move_off;
1807 move_allow |= tmp->move_allow;
1808
1809 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1810 flags |= P_IS_ALIVE;
1811 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1812 flags |= P_NO_MAGIC;
1813 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1814 flags |= P_NO_CLERIC;
1815 if (tmp->type == SAFE_GROUND)
1816 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1817
1818 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1819 flags |= P_BLOCKSVIEW;
1820 } /* for stack of objects */
1821
1822 /* we don't want to rely on this function to have accurate flags, but
1823 * since we're already doing the work, we calculate them here.
1824 * if they don't match, logic is broken someplace.
1825 */
1826 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1827 (!(oldflags & P_NO_ERROR))) {
1828 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1829 m->path, x, y,
1830 (oldflags & ~P_NEED_UPDATE), flags);
1831 }
1832 SET_MAP_FLAGS(m, x, y, flags);
1833 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1834 SET_MAP_MOVE_ON(m, x, y, move_on);
1835 SET_MAP_MOVE_OFF(m, x, y, move_off);
1836 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1837
1838 /* At this point, we have a floor face (if there is a floor),
1839 * and the floor is set - we are not going to touch it at
1840 * this point.
1841 * middle contains the highest visibility face.
1842 * top contains a player/monster face, if there is one.
1843 *
1844 * We now need to fill in top.face and/or middle.face.
1845 */
1846
1847 /* If the top face also happens to be high visibility, re-do our
1848 * middle face. This should not happen, as we already have the
1849 * else statement above so middle should not get set. OTOH, it
1850 * may be possible for the faces to match but be different objects.
1851 */
1852 if (top == middle) middle=blank_face;
1853
1854 /* There are three posibilities at this point:
1855 * 1) top face is set, need middle to be set.
1856 * 2) middle is set, need to set top.
1857 * 3) neither middle or top is set - need to set both.
1858 */
1859
1860 for (tmp=last; tmp; tmp=tmp->below) {
1861 /* Once we get to a floor, stop, since we already have a floor object */
1862 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1863
1864 /* If two top faces are already set, quit processing */
1865 if ((top != blank_face) && (middle != blank_face)) break;
1866
1867 /* Only show visible faces, unless its the editor - show all */
1868 if (!tmp->invisible || editor) {
1869 /* Fill in top if needed */
1870 if (top == blank_face) {
1871 top = tmp->face;
1872 top_obj = tmp;
1873 if (top == middle) middle=blank_face;
1874 } else {
1875 /* top is already set - we should only get here if 1181 /* top is already set - we should only get here if
1876 * middle is not set 1182 * middle is not set
1877 * 1183 *
1878 * Set the middle face and break out, since there is nothing 1184 * Set the middle face and break out, since there is nothing
1879 * more to fill in. We don't check visiblity here, since 1185 * more to fill in. We don't check visiblity here, since
1880 * 1186 *
1881 */ 1187 */
1882 if (tmp->face != top ) { 1188 if (tmp != top)
1883 middle = tmp->face; 1189 {
1884 middle_obj = tmp; 1190 middle = tmp;
1885 break; 1191 break;
1886 } 1192 }
1887 } 1193 }
1888 } 1194 }
1889 } 1195 }
1890 if (middle == floor) middle = blank_face;
1891 if (top == middle) middle = blank_face;
1892 SET_MAP_FACE(m,x,y,top,0);
1893 if(top != blank_face)
1894 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1897 SET_MAP_FACE(m,x,y,middle,1);
1898 if(middle != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1902 SET_MAP_FACE(m,x,y,floor,2);
1903 if(floor != blank_face)
1904 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1905 else
1906 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1907 SET_MAP_LIGHT(m,x,y,light);
1908}
1909 1196
1197 if (middle == floor)
1198 middle = 0;
1910 1199
1911void set_map_reset_time(mapstruct *map) { 1200 if (top == middle)
1912 int timeout; 1201 middle = 0;
1913 1202
1914 timeout = MAP_RESET_TIMEOUT(map); 1203#if 0
1915 if (timeout <= 0) 1204 faces_obj [0] = top;
1916 timeout = MAP_DEFAULTRESET; 1205 faces_obj [1] = middle;
1917 if (timeout >= MAP_MAXRESET) 1206 faces_obj [2] = floor;
1918 timeout = MAP_MAXRESET; 1207#endif
1919 MAP_WHEN_RESET(map) = seconds()+timeout;
1920} 1208}
1921 1209
1922/* this updates the orig_map->tile_map[tile_num] value after loading 1210uint64
1923 * the map. It also takes care of linking back the freshly loaded 1211mapspace::volume () const
1924 * maps tile_map values if it tiles back to this one. It returns
1925 * the value of orig_map->tile_map[tile_num]. It really only does this
1926 * so that it is easier for calling functions to verify success.
1927 */
1928
1929static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1930{ 1212{
1931 int dest_tile = (tile_num +2) % 4; 1213 uint64 vol = 0;
1932 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1933 1214
1934 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1215 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1216 vol += op->volume ();
1935 1217
1936 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1218 return vol;
1937 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1219}
1938 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1939 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1940 1220
1941 return orig_map->tile_map[tile_num]; 1221bool
1222maptile::tile_available (int dir, bool load)
1223{
1224 if (!tile_path[dir])
1225 return 0;
1226
1227 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1228 return 1;
1229
1230 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1231 return 1;
1232
1233 return 0;
1942} 1234}
1943 1235
1944/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1945 * map m. This function also takes into account any 1237 * map m. This function also takes into account any
1946 * tiling considerations, loading adjacant maps as needed. 1238 * tiling considerations, loading adjacant maps as needed.
1947 * This is the function should always be used when it 1239 * This is the function should always be used when it
1948 * necessary to check for valid coordinates. 1240 * necessary to check for valid coordinates.
1949 * This function will recursively call itself for the 1241 * This function will recursively call itself for the
1950 * tiled maps. 1242 * tiled maps.
1951 * 1243 */
1952 * 1244int
1953 */
1954int out_of_map(mapstruct *m, int x, int y) 1245out_of_map (maptile *m, int x, int y)
1955{ 1246{
1956
1957 /* If we get passed a null map, this is obviously the 1247 /* If we get passed a null map, this is obviously the
1958 * case. This generally shouldn't happen, but if the 1248 * case. This generally shouldn't happen, but if the
1959 * map loads fail below, it could happen. 1249 * map loads fail below, it could happen.
1960 */ 1250 */
1961 if (!m) return 0; 1251 if (!m)
1962
1963 if (x<0) {
1964 if (!m->tile_path[3]) return 1;
1965 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 3);
1967 }
1968 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1969 }
1970 if (x>=MAP_WIDTH(m)) {
1971 if (!m->tile_path[1]) return 1;
1972 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 1);
1974 }
1975 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1976 }
1977 if (y<0) {
1978 if (!m->tile_path[0]) return 1;
1979 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 0);
1981 }
1982 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1983 }
1984 if (y>=MAP_HEIGHT(m)) {
1985 if (!m->tile_path[2]) return 1;
1986 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 2);
1988 }
1989 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1990 }
1991
1992 /* Simple case - coordinates are within this local
1993 * map.
1994 */
1995 return 0; 1252 return 0;
1253
1254 if (x < 0)
1255 {
1256 if (!m->tile_available (3))
1257 return 1;
1258
1259 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1260 }
1261
1262 if (x >= m->width)
1263 {
1264 if (!m->tile_available (1))
1265 return 1;
1266
1267 return out_of_map (m->tile_map[1], x - m->width, y);
1268 }
1269
1270 if (y < 0)
1271 {
1272 if (!m->tile_available (0))
1273 return 1;
1274
1275 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1276 }
1277
1278 if (y >= m->height)
1279 {
1280 if (!m->tile_available (2))
1281 return 1;
1282
1283 return out_of_map (m->tile_map[2], x, y - m->height);
1284 }
1285
1286 /* Simple case - coordinates are within this local
1287 * map.
1288 */
1289 return 0;
1996} 1290}
1997 1291
1998/* This is basically the same as out_of_map above, but 1292/* This is basically the same as out_of_map above, but
1999 * instead we return NULL if no map is valid (coordinates 1293 * instead we return NULL if no map is valid (coordinates
2000 * out of bounds and no tiled map), otherwise it returns 1294 * out of bounds and no tiled map), otherwise it returns
2001 * the map as that the coordinates are really on, and 1295 * the map as that the coordinates are really on, and
2002 * updates x and y to be the localized coordinates. 1296 * updates x and y to be the localised coordinates.
2003 * Using this is more efficient of calling out_of_map 1297 * Using this is more efficient of calling out_of_map
2004 * and then figuring out what the real map is 1298 * and then figuring out what the real map is
2005 */ 1299 */
2006mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1300maptile *
1301maptile::xy_find (sint16 &x, sint16 &y)
2007{ 1302{
2008 1303 if (x < 0)
2009 if (*x<0) {
2010 if (!m->tile_path[3]) return NULL;
2011 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 3);
2013
2014 *x += MAP_WIDTH(m->tile_map[3]);
2015 return (get_map_from_coord(m->tile_map[3], x, y));
2016 } 1304 {
2017 if (*x>=MAP_WIDTH(m)) { 1305 if (!tile_available (3))
2018 if (!m->tile_path[1]) return NULL; 1306 return 0;
2019 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 1);
2021 1307
2022 *x -= MAP_WIDTH(m); 1308 x += tile_map[3]->width;
2023 return (get_map_from_coord(m->tile_map[1], x, y)); 1309 return tile_map[3]->xy_find (x, y);
1310 }
1311
1312 if (x >= width)
2024 } 1313 {
2025 if (*y<0) { 1314 if (!tile_available (1))
2026 if (!m->tile_path[0]) return NULL; 1315 return 0;
2027 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 0);
2029 1316
2030 *y += MAP_HEIGHT(m->tile_map[0]); 1317 x -= width;
2031 return (get_map_from_coord(m->tile_map[0], x, y)); 1318 return tile_map[1]->xy_find (x, y);
1319 }
1320
1321 if (y < 0)
2032 } 1322 {
2033 if (*y>=MAP_HEIGHT(m)) { 1323 if (!tile_available (0))
2034 if (!m->tile_path[2]) return NULL; 1324 return 0;
2035 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 2);
2037 1325
2038 *y -= MAP_HEIGHT(m); 1326 y += tile_map[0]->height;
2039 return (get_map_from_coord(m->tile_map[2], x, y)); 1327 return tile_map[0]->xy_find (x, y);
1328 }
1329
1330 if (y >= height)
2040 } 1331 {
1332 if (!tile_available (2))
1333 return 0;
2041 1334
1335 y -= height;
1336 return tile_map[2]->xy_find (x, y);
1337 }
1338
2042 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
2043 * map. 1340 * map.
2044 */ 1341 */
2045 1342 return this;
2046 return m;
2047} 1343}
2048 1344
2049/** 1345/**
2050 * Return whether map2 is adjacent to map1. If so, store the distance from 1346 * Return whether map2 is adjacent to map1. If so, store the distance from
2051 * map1 to map2 in dx/dy. 1347 * map1 to map2 in dx/dy.
2052 */ 1348 */
1349int
2053static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1350adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1351{
2054 if (!map1 || !map2) 1352 if (!map1 || !map2)
2055 return 0; 1353 return 0;
2056 1354
1355 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1356 //fix: compare paths instead (this is likely faster, too!)
2057 if (map1 == map2) { 1357 if (map1 == map2)
1358 {
2058 *dx = 0; 1359 *dx = 0;
2059 *dy = 0; 1360 *dy = 0;
2060 1361 }
2061 } else if (map1->tile_map[0] == map2) { /* up */ 1362 else if (map1->tile_map[0] == map2)
1363 { /* up */
2062 *dx = 0; 1364 *dx = 0;
2063 *dy = -MAP_HEIGHT(map2); 1365 *dy = -map2->height;
1366 }
2064 } else if (map1->tile_map[1] == map2) { /* right */ 1367 else if (map1->tile_map[1] == map2)
2065 *dx = MAP_WIDTH(map1); 1368 { /* right */
1369 *dx = map1->width;
2066 *dy = 0; 1370 *dy = 0;
1371 }
2067 } else if (map1->tile_map[2] == map2) { /* down */ 1372 else if (map1->tile_map[2] == map2)
1373 { /* down */
2068 *dx = 0; 1374 *dx = 0;
2069 *dy = MAP_HEIGHT(map1); 1375 *dy = map1->height;
1376 }
2070 } else if (map1->tile_map[3] == map2) { /* left */ 1377 else if (map1->tile_map[3] == map2)
2071 *dx = -MAP_WIDTH(map2); 1378 { /* left */
1379 *dx = -map2->width;
2072 *dy = 0; 1380 *dy = 0;
2073 1381 }
2074 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1382 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1383 { /* up right */
2075 *dx = MAP_WIDTH(map1->tile_map[0]); 1384 *dx = map1->tile_map[0]->width;
2076 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1385 *dy = -map1->tile_map[0]->height;
1386 }
2077 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1387 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2078 *dx = -MAP_WIDTH(map2); 1388 { /* up left */
2079 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1389 *dx = -map2->width;
1390 *dy = -map1->tile_map[0]->height;
1391 }
2080 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1392 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2081 *dx = MAP_WIDTH(map1); 1393 { /* right up */
2082 *dy = -MAP_HEIGHT(map2); 1394 *dx = map1->width;
1395 *dy = -map2->height;
1396 }
2083 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1397 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2084 *dx = MAP_WIDTH(map1); 1398 { /* right down */
2085 *dy = MAP_HEIGHT(map1->tile_map[1]); 1399 *dx = map1->width;
1400 *dy = map1->tile_map[1]->height;
1401 }
2086 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1402 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1403 { /* down right */
2087 *dx = MAP_WIDTH(map1->tile_map[2]); 1404 *dx = map1->tile_map[2]->width;
2088 *dy = MAP_HEIGHT(map1); 1405 *dy = map1->height;
1406 }
2089 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1407 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1408 { /* down left */
2091 *dy = MAP_HEIGHT(map1); 1409 *dx = -map2->width;
1410 *dy = map1->height;
1411 }
2092 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1412 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1413 { /* left up */
2093 *dx = -MAP_WIDTH(map1->tile_map[3]); 1414 *dx = -map1->tile_map[3]->width;
2094 *dy = -MAP_HEIGHT(map2); 1415 *dy = -map2->height;
1416 }
2095 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1417 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1418 { /* left down */
2096 *dx = -MAP_WIDTH(map1->tile_map[3]); 1419 *dx = -map1->tile_map[3]->width;
2097 *dy = MAP_HEIGHT(map1->tile_map[3]); 1420 *dy = map1->tile_map[3]->height;
2098
2099 } else { /* not "adjacent" enough */
2100 return 0;
2101 } 1421 }
2102 1422 else
2103 return 1; 1423 return 0;
1424
1425 return 1;
1426}
1427
1428maptile *
1429maptile::xy_load (sint16 &x, sint16 &y)
1430{
1431 maptile *map = xy_find (x, y);
1432
1433 if (map)
1434 map->load_sync ();
1435
1436 return map;
1437}
1438
1439maptile *
1440get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1441{
1442 return m->xy_load (*x, *y);
2104} 1443}
2105 1444
2106/* From map.c 1445/* From map.c
2107 * This is used by get_player to determine where the other 1446 * This is used by get_player to determine where the other
2108 * creature is. get_rangevector takes into account map tiling, 1447 * creature is. get_rangevector takes into account map tiling,
2109 * so you just can not look the the map coordinates and get the 1448 * so you just can not look the the map coordinates and get the
2110 * righte value. distance_x/y are distance away, which 1449 * righte value. distance_x/y are distance away, which
2111 * can be negativbe. direction is the crossfire direction scheme 1450 * can be negative. direction is the crossfire direction scheme
2112 * that the creature should head. part is the part of the 1451 * that the creature should head. part is the part of the
2113 * monster that is closest. 1452 * monster that is closest.
2114 * 1453 *
2115 * get_rangevector looks at op1 and op2, and fills in the 1454 * get_rangevector looks at op1 and op2, and fills in the
2116 * structure for op1 to get to op2. 1455 * structure for op1 to get to op2.
2121 * be unexpected 1460 * be unexpected
2122 * 1461 *
2123 * currently, the only flag supported (0x1) is don't translate for 1462 * currently, the only flag supported (0x1) is don't translate for
2124 * closest body part of 'op1' 1463 * closest body part of 'op1'
2125 */ 1464 */
2126 1465void
2127void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1466get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1467{
2128 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1468 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1469 {
2129 /* be conservative and fill in _some_ data */ 1470 /* be conservative and fill in _some_ data */
2130 retval->distance = 100000; 1471 retval->distance = 10000;
2131 retval->distance_x = 32767; 1472 retval->distance_x = 10000;
2132 retval->distance_y = 32767; 1473 retval->distance_y = 10000;
2133 retval->direction = 0; 1474 retval->direction = 0;
2134 retval->part = 0; 1475 retval->part = 0;
2135 } else { 1476 }
1477 else
1478 {
2136 object *best; 1479 object *best;
2137 1480
2138 retval->distance_x += op2->x-op1->x; 1481 retval->distance_x += op2->x - op1->x;
2139 retval->distance_y += op2->y-op1->y; 1482 retval->distance_y += op2->y - op1->y;
2140 1483
2141 best = op1; 1484 best = op1;
2142 /* If this is multipart, find the closest part now */ 1485 /* If this is multipart, find the closest part now */
2143 if (!(flags&0x1) && op1->more) { 1486 if (!(flags & 0x1) && op1->more)
2144 object *tmp; 1487 {
2145 int best_distance = retval->distance_x*retval->distance_x+ 1488 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2146 retval->distance_y*retval->distance_y, tmpi;
2147 1489
2148 /* we just take the offset of the piece to head to figure 1490 /* we just take the offset of the piece to head to figure
2149 * distance instead of doing all that work above again 1491 * distance instead of doing all that work above again
2150 * since the distance fields we set above are positive in the 1492 * since the distance fields we set above are positive in the
2151 * same axis as is used for multipart objects, the simply arithmetic 1493 * same axis as is used for multipart objects, the simply arithmetic
2152 * below works. 1494 * below works.
2153 */ 1495 */
2154 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1496 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1497 {
2155 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1498 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2156 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1499 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2157 if (tmpi < best_distance) { 1500 if (tmpi < best_distance)
1501 {
2158 best_distance = tmpi; 1502 best_distance = tmpi;
2159 best = tmp; 1503 best = tmp;
2160 } 1504 }
2161 } 1505 }
1506
2162 if (best != op1) { 1507 if (best != op1)
1508 {
2163 retval->distance_x += op1->x-best->x; 1509 retval->distance_x += op1->x - best->x;
2164 retval->distance_y += op1->y-best->y; 1510 retval->distance_y += op1->y - best->y;
2165 } 1511 }
2166 } 1512 }
1513
2167 retval->part = best; 1514 retval->part = best;
2168 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2169 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2170 } 1517 }
2171} 1518}
2172 1519
2173/* this is basically the same as get_rangevector above, but instead of 1520/* this is basically the same as get_rangevector above, but instead of
2174 * the first parameter being an object, it instead is the map 1521 * the first parameter being an object, it instead is the map
2178 * flags has no meaning for this function at this time - I kept it in to 1525 * flags has no meaning for this function at this time - I kept it in to
2179 * be more consistant with the above function and also in case they are needed 1526 * be more consistant with the above function and also in case they are needed
2180 * for something in the future. Also, since no object is pasted, the best 1527 * for something in the future. Also, since no object is pasted, the best
2181 * field of the rv_vector is set to NULL. 1528 * field of the rv_vector is set to NULL.
2182 */ 1529 */
2183 1530void
2184void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1531get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1532{
2185 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1533 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1534 {
2186 /* be conservative and fill in _some_ data */ 1535 /* be conservative and fill in _some_ data */
2187 retval->distance = 100000; 1536 retval->distance = 100000;
2188 retval->distance_x = 32767; 1537 retval->distance_x = 32767;
2189 retval->distance_y = 32767; 1538 retval->distance_y = 32767;
2190 retval->direction = 0; 1539 retval->direction = 0;
2191 retval->part = 0; 1540 retval->part = 0;
2192 } else { 1541 }
1542 else
1543 {
2193 retval->distance_x += op2->x-x; 1544 retval->distance_x += op2->x - x;
2194 retval->distance_y += op2->y-y; 1545 retval->distance_y += op2->y - y;
2195 1546
2196 retval->part = NULL; 1547 retval->part = NULL;
2197 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1548 retval->distance = idistance (retval->distance_x, retval->distance_y);
2198 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1549 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2199 } 1550 }
2200} 1551}
2201 1552
2202/* Returns true of op1 and op2 are effectively on the same map 1553/* Returns true of op1 and op2 are effectively on the same map
2203 * (as related to map tiling). Note that this looks for a path from 1554 * (as related to map tiling). Note that this looks for a path from
2204 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1555 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2205 * to op1, this will still return false. 1556 * to op1, this will still return false.
2206 * Note we only look one map out to keep the processing simple 1557 * Note we only look one map out to keep the processing simple
2207 * and efficient. This could probably be a macro. 1558 * and efficient. This could probably be a macro.
2208 * MSW 2001-08-05 1559 * MSW 2001-08-05
2209 */ 1560 */
1561int
2210int on_same_map(const object *op1, const object *op2) { 1562on_same_map (const object *op1, const object *op2)
1563{
2211 int dx, dy; 1564 int dx, dy;
2212 1565
2213 return adjacent_map(op1->map, op2->map, &dx, &dy); 1566 return adjacent_map (op1->map, op2->map, &dx, &dy);
2214} 1567}
1568
1569object *
1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1571{
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573}
1574
1575region *
1576maptile::region (int x, int y) const
1577{
1578 if (regions
1579 && regionmap
1580 && !OUT_OF_REAL_MAP (this, x, y))
1581 if (struct region *reg = regionmap [regions [y * width + x]])
1582 return reg;
1583
1584 if (default_region)
1585 return default_region;
1586
1587 return ::region::default_region ();
1588}
1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players_on_map (pl, this)
1621 if (client *ns = pl->ns)
1622 {
1623 int dx = x - pl->ob->x;
1624 int dy = y - pl->ob->y;
1625
1626 int distance = idistance (dx, dy);
1627
1628 if (distance <= MAX_SOUND_DISTANCE)
1629 ns->play_sound (sound, dx, dy);
1630 }
1631}
1632

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