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Comparing deliantra/server/common/map.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 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 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */
37 26
27#include "global.h"
28#include "loader.h"
38#include "path.h" 29#include "path.h"
39 30
40 31sint8 maptile::outdoor_darkness;
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 32
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
252 * by a P_NEW_MAP value, another call to get_map_from_coord 38 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
256 */ 42 */
43int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 45{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 46 sint16 newx = x;
265 newy = y; 47 sint16 newy = y;
48
266 mp = get_map_from_coord(oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 50
268 retval |= P_NEW_MAP; 51 if (!mp)
52 return P_OUT_OF_MAP;
53
269 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 55 if (nx) *nx = newx;
271 if (ny) *ny = newy; 56 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 return retval;
274}
275 57
58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59}
276 60
277/* 61/*
278 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 68 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 69 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 71 * by the caller.
288 */ 72 */
289 73int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 74blocked_link (object *ob, maptile *m, int sx, int sy)
291 object *tmp; 75{
292 int mflags, blocked;
293
294 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 77 * have already checked this.
296 */ 78 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 82 return 1;
300 } 83 }
301 84
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 86 * directly.
304 */ 87 */
305 mflags = m->spaces[sx + m->width * sy].flags; 88 mapspace &ms = m->at (sx, sy);
306 89
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
308 92
309 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 95 * things we need to do for players.
312 */ 96 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 98 return 0;
370}
371 99
100 /* if there isn't anything alive on this space, and this space isn't
101 * otherwise blocked, we can return now. Only if there is a living
102 * creature do we need to investigate if it is part of this creature
103 * or another. Likewise, only if something is blocking us do we
104 * need to investigate if there is a special circumstance that would
105 * let the player through (inventory checkers for example)
106 */
107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
108 return 0;
109
110 ob = ob->head_ ();
111
112 /* We basically go through the stack of objects, and if there is
113 * some other object that has NO_PASS or FLAG_ALIVE set, return
114 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0.
116 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 {
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
122 bool have = check_inv_recursive (ob, tmp);
123
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (!have)
131 return 1;
132 }
133 else
134 {
135 /* In this case, the player must not have the object -
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else
143 {
144 /* Broke apart a big nasty if into several here to make
145 * this more readable. first check - if the space blocks
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152
153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
158 return 1;
159 }
160 }
161
162 return 0;
163}
372 164
373/* 165/*
374 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
379 * 171 *
380 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
381 * 173 *
382 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
394 * 186 *
395 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
397 * against the move_block values. 189 * against the move_block values.
398 */ 190 */
399 191bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 192object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 193{
402 int flag; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
413 197
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 198 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 199 return 1;
416 200
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 201 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 202
420 /* find_first_free_spot() calls this function. However, often 203 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 204 return 1;
205
206 /* However, often ob doesn't have any move type
207 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 209 */
210 if (!move_type && ms.move_block != MOVE_ALL)
211 continue;
424 212
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
429 */ 215 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 216 if (ms.blocks (move_type))
431 return AB_NO_PASS; 217 return 1;
432
433 } 218 }
219
434 return 0; 220 return 0;
435} 221}
436 222
437/* When the map is loaded, load_object does not actually insert objects 223/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 224 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 225 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 226 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 227 * This is needed so that we can update the containers weight.
442 */ 228 */
443 229void
444void fix_container(object *container) 230fix_container (object *container)
445{ 231{
446 object *tmp=container->inv, *next; 232 object *tmp = container->inv, *next;
447 233
448 container->inv=NULL; 234 container->inv = 0;
449 while (tmp!=NULL) { 235 while (tmp)
236 {
450 next = tmp->below; 237 next = tmp->below;
451 if (tmp->inv) 238 if (tmp->inv)
452 fix_container(tmp); 239 fix_container (tmp);
240
453 (void) insert_ob_in_ob(tmp,container); 241 insert_ob_in_ob (tmp, container);
454 tmp = next; 242 tmp = next;
455 } 243 }
244
456 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
457 * carrying. 246 //TODO: remove
458 */ 247 container->update_weight ();
459 sum_weight(container); 248}
249
250void
251maptile::set_object_flag (int flag, int value)
252{
253 if (!spaces)
254 return;
255
256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258 tmp->flag [flag] = value;
259}
260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
460} 272}
461 273
462/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 277 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 278 */
468 279void
469static void link_multipart_objects(mapstruct *m) 280maptile::link_multipart_objects ()
470{ 281{
471 int x,y; 282 if (!spaces)
472 object *tmp, *op, *last, *above; 283 return;
473 archetype *at;
474 284
475 for(x=0;x<MAP_WIDTH(m);x++) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 286 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 287 object *op = ms->bot;
478 above=tmp->above; 288 while (op)
479 289 {
480 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 291 if (op->head_ () == op && !op->more && op->arch->more)
292 {
293 op->remove ();
294 op->expand_tail ();
482 295
483 /* If there is nothing more to this object, this for loop 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
484 * won't do anything. 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
485 */ 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
487 op = arch_to_object(at);
488 300
489 /* update x,y coordinates */ 301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
490 op->x += tmp->x; 302 // so we have to reset the iteration through the mapspace
491 op->y += tmp->y; 303 }
492 op->head = tmp; 304 else
493 op->map = m; 305 op = op->above;
494 last->more = op; 306 }
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 } 307 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511} 308}
512
513
514 309
515/* 310/*
516 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 312 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521void load_objects (mapstruct *m, FILE *fp, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i=load_object(fp,op,bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 313 */
534 bufstate = LO_REPEAT; 314bool
535 315maptile::_load_objects (object_thawer &f)
536 /* if the archetype for the object is null, means that we 316{
537 * got an invalid object. Don't do anything with it - the game 317 for (;;)
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch==NULL) {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542 continue;
543 }
544
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op;
564 break;
565 }
566 if (mapflags & MAP_STYLE) {
567 remove_from_active_list(op);
568 }
569 op=get_object();
570 op->map = m;
571 } 318 {
572 for (i=0;i<m->width;i++){ 319 coroapi::cede_to_tick (); // cede once in a while
573 for (j=0;j<m->height;j++){ 320
321 switch (f.kw)
322 {
323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
574 unique =0; 355 continue;
575 /* check for unique items, or unique squares */ 356
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 357 case KW_EOF:
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 358 return true;
578 unique = 1; 359
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 360 default:
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 361 if (!f.parse_error ("map file"))
362 return false;
363 break;
364 }
365
366 f.next ();
581 } 367 }
582 } 368
369 return true;
370}
371
372void
373maptile::activate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->activate_recursive ();
379}
380
381void
382maptile::deactivate ()
383{
384 if (spaces)
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388}
389
390bool
391maptile::_save_objects (object_freezer &f, int flags)
392{
393 coroapi::cede_to_tick ();
394
395 if (flags & IO_HEADER)
396 _save_header (f);
397
398 if (!spaces)
399 return false;
400
401 for (int i = 0; i < size (); ++i)
583 } 402 {
584 free_object(op); 403 bool unique = 0;
585 link_multipart_objects(m);
586}
587 404
588/* This saves all the objects on the map in a non destructive fashion. 405 for (object *op = spaces [i].bot; op; op = op->above)
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 406 {
590 * and we only save the head of multi part objects - this is needed 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
591 * in order to do map tiling properly. 408
409 if (expect_false (!op->can_map_save ()))
410 continue;
411
412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
413 {
414 if (flags & IO_UNIQUES)
415 op->write (f);
416 }
417 else if (expect_true (flags & IO_OBJECTS))
418 op->write (f);
419 }
420 }
421
422 coroapi::cede_to_tick ();
423
424 return true;
425}
426
427bool
428maptile::_save_objects (const char *path, int flags)
429{
430 object_freezer freezer;
431
432 if (!_save_objects (freezer, flags))
433 return false;
434
435 return freezer.save (path);
436}
437
438maptile::maptile ()
439{
440 in_memory = MAP_SWAPPED;
441
442 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour.
592 */ 444 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 445 width = 16;
594 int i, j = 0,unique=0; 446 height = 16;
595 object *op; 447 timeout = 300;
596 /* first pass - save one-part objects */ 448 max_nrof = 1000; // 1000 items of anything
597 for(i = 0; i < MAP_WIDTH(m); i++) 449 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 450}
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 451
604 if(op->type == PLAYER) { 452maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 453{
606 continue; 454 in_memory = MAP_SWAPPED;
607 }
608 455
609 if (op->head || op->owner) 456 width = w;
610 continue; 457 height = h;
458 reset_timeout = 0;
459 timeout = 300;
460 enter_x = 0;
461 enter_y = 0;
611 462
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 463 alloc ();
613 save_object( fp2 , op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 464}
623 465
624/* 466/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 467 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 468 * This basically allocates the dynamic array of spaces for the
662 * map. 469 * map.
663 */ 470 */
664 471void
665void allocate_map(mapstruct *m) { 472maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 473{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 474 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 475 return;
476
477 spaces = salloc0<mapspace> (size ());
692} 478}
693 479
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 480/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 481 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 482 * at a later date.
697 * Called by parse_map_headers below. 483 * Called by parse_map_headers below.
698 */ 484 */
699 485static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 486parse_shop_string (const char *input_string)
487{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 488 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 489 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 490 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 491 const typedata *current_type;
705 492
706 shop_string=strdup_local(input_string); 493 shop_string = strdup (input_string);
707 p=shop_string; 494 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 495 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 496 while (p)
497 {
710 p=strchr(p, ';'); 498 p = strchr (p, ';');
711 number_of_entries++; 499 number_of_entries++;
712 if (p) p++; 500 if (p)
501 p++;
713 } 502 }
503
714 p=shop_string; 504 p = shop_string;
715 strip_endline(p); 505 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 506 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 507 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 508 {
509 if (!p)
510 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 511 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 512 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 513 }
514
515 next_semicolon = strchr (p, ';');
516 next_colon = strchr (p, ':');
517 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
518 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
519 items[i].strength = atoi (strchr (p, ':') + 1);
520
521 if (isdigit (*p) || *p == '*')
522 {
523 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
524 current_type = get_typedata (items[i].typenum);
525 if (current_type)
526 {
527 items[i].name = current_type->name;
528 items[i].name_pl = current_type->name_pl;
529 }
530 }
531 else
532 { /*we have a named type, let's figure out what it is */
533 q = strpbrk (p, ";:");
534 if (q)
535 *q = '\0';
536
537 current_type = get_typedata_by_name (p);
538 if (current_type)
539 {
540 items[i].name = current_type->name;
541 items[i].typenum = current_type->number;
542 items[i].name_pl = current_type->name_pl;
543 }
544 else
545 { /* oh uh, something's wrong, let's free up this one, and try
546 * the next entry while we're at it, better print a warning
547 */
548 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
549 }
550 }
551
754 items[i].index=number_of_entries; 552 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 553 if (next_semicolon)
756 else p=NULL; 554 p = ++next_semicolon;
555 else
556 p = NULL;
757 } 557 }
558
758 free(shop_string); 559 free (shop_string);
759 return items; 560 return items;
760} 561}
761 562
762/* opposite of parse string, this puts the string that was originally fed in to 563/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 564 * the map (or something equivilent) into output_string. */
565static void
764static void print_shop_string(mapstruct *m, char *output_string) { 566print_shop_string (maptile *m, char *output_string)
567{
765 int i; 568 int i;
766 char tmp[MAX_BUF]; 569 char tmp[MAX_BUF];
570
767 strcpy(output_string, ""); 571 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 572 for (i = 0; i < m->shopitems[0].index; i++)
573 {
769 if (m->shopitems[i].typenum) { 574 if (m->shopitems[i].typenum)
575 {
770 if (m->shopitems[i].strength) { 576 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 578 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 579 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 580 }
775 else { 581 else
582 {
776 if (m->shopitems[i].strength) { 583 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 584 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 585 else
779 else sprintf(tmp, "*"); 586 sprintf (tmp, "*");
780 } 587 }
588
781 strcat(output_string, tmp); 589 strcat (output_string, tmp);
782 } 590 }
783} 591}
784 592
785/* This loads the header information of the map. The header 593/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 594 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 598 * put all the stuff in the map object so that names actually make
791 * sense. 599 * sense.
792 * This could be done in lex (like the object loader), but I think 600 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 601 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 602 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 603 */
797 604bool
798static int load_map_header(FILE *fp, mapstruct *m) 605maptile::_load_header (object_thawer &thawer)
799{ 606{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 607 for (;;)
801 int msgpos=0; 608 {
802 int maplorepos=0; 609 switch (thawer.kw)
610 {
611 case KW_msg:
612 thawer.get_ml (KW_endmsg, msg);
613 break;
803 614
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 615 case KW_lore: // CF+ extension
805 buf[HUGE_BUF-1] = 0; 616 thawer.get_ml (KW_endlore, maplore);
806 key = buf; 617 break;
807 while (isspace(*key)) key++; 618
808 if (*key == 0) continue; /* empty line */ 619 case KW_maplore:
809 value = strchr(key, ' '); 620 thawer.get_ml (KW_endmaplore, maplore);
810 if (!value) { 621 break;
811 end = strchr(key, '\n'); 622
812 if (end != NULL) { 623 case KW_arch:
813 *end = 0; 624 if (strcmp (thawer.get_str (), "map"))
625 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
626 break;
627
628 case KW_oid:
629 thawer.get (this, thawer.get_sint32 ());
630 break;
631
632 case KW_file_format_version: break; // nop
633
634 case KW_name: thawer.get (name); break;
635 case KW_attach: thawer.get (attach); break;
636 case KW_reset_time: thawer.get (reset_time); break;
637 case KW_shopgreed: thawer.get (shopgreed); break;
638 case KW_shopmin: thawer.get (shopmin); break;
639 case KW_shopmax: thawer.get (shopmax); break;
640 case KW_shoprace: thawer.get (shoprace); break;
641 case KW_outdoor: thawer.get (outdoor); break;
642 case KW_temp: thawer.get (temp); break;
643 case KW_pressure: thawer.get (pressure); break;
644 case KW_humid: thawer.get (humid); break;
645 case KW_windspeed: thawer.get (windspeed); break;
646 case KW_winddir: thawer.get (winddir); break;
647 case KW_sky: thawer.get (sky); break;
648
649 case KW_per_player: thawer.get (per_player); break;
650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
653
654 case KW_region: default_region = region::find (thawer.get_str ()); break;
655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656
657 // old names new names
658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
660 case KW_x: case KW_width: thawer.get (width); break;
661 case KW_y: case KW_height: thawer.get (height); break;
662 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
663 case KW_value: case KW_swap_time: thawer.get (timeout); break;
664 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
665 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
666 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
667
668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
677 case KW_end:
678 thawer.next ();
679 return true;
680
681 default:
682 if (!thawer.parse_error ("map", 0))
683 return false;
684 break;
685 }
686
687 thawer.next ();
814 } 688 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 689
835 /* key is the field name, value is what it should be set 690 abort ();
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 }
951 else if (!strncmp(key,"tile_path_", 10)) {
952 int tile=atoi(key+10);
953
954 if (tile<1 || tile>4) {
955 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
956 tile, m->path);
957 } else {
958 char *path;
959
960 *end = 0;
961
962 if (m->tile_path[tile-1]) {
963 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
964 tile, m->path);
965 free(m->tile_path[tile-1]);
966 m->tile_path[tile-1] = NULL;
967 }
968
969 if (check_path(value, 1) != -1) {
970 /* The unadorned path works. */
971 path = value;
972 } else {
973 /* Try again; it could be a relative exit. */
974
975 path = path_combine_and_normalize(m->path, value);
976
977 if (check_path(path, 1) == -1) {
978 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
979 path = NULL;
980 }
981 }
982
983 if (editor) {
984 /* Use the value as in the file. */
985 m->tile_path[tile-1] = strdup_local(value);
986 } else if (path != NULL) {
987 /* Use the normalized value. */
988 m->tile_path[tile-1] = strdup_local(path);
989 }
990 } /* end if tile direction (in)valid */
991 }
992 else {
993 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
994 }
995 }
996 if (!key || strcmp(key,"end")) {
997 LOG(llevError,"Got premature eof on map header!\n");
998 return 1;
999 }
1000 return 0;
1001}
1002
1003/*
1004 * Opens the file "filename" and reads information about the map
1005 * from the given file, and stores it in a newly allocated
1006 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1007 * flags correspond to those in map.h. Main ones used are
1008 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1009 * MAP_BLOCK, in which case we block on this load. This happens in all
1010 * cases, no matter if this flag is set or not.
1011 * MAP_STYLE: style map - don't add active objects, don't add to server
1012 * managed map list.
1013 */
1014
1015mapstruct *load_original_map(const char *filename, int flags) {
1016 FILE *fp;
1017 mapstruct *m;
1018 int comp;
1019 char pathname[MAX_BUF];
1020
1021 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1022 if (flags & MAP_PLAYER_UNIQUE)
1023 strcpy(pathname, filename);
1024 else if (flags & MAP_OVERLAY)
1025 strcpy(pathname, create_overlay_pathname(filename));
1026 else
1027 strcpy(pathname, create_pathname(filename));
1028
1029 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1030 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1031 return (NULL);
1032 }
1033
1034 m = get_linked_map();
1035
1036 strcpy (m->path, filename);
1037 if (load_map_header(fp, m)) {
1038 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1039 filename, flags);
1040 delete_map(m);
1041 return NULL;
1042 }
1043
1044 allocate_map(m);
1045 m->compressed = comp;
1046
1047 m->in_memory=MAP_LOADING;
1048 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1049 close_and_delete(fp, comp);
1050 m->in_memory=MAP_IN_MEMORY;
1051 if (!MAP_DIFFICULTY(m))
1052 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1053 set_map_reset_time(m);
1054 if (load_original_map_callback)
1055 load_original_map_callback(m);
1056 return (m);
1057}
1058
1059/*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065static mapstruct *load_temporary_map(mapstruct *m) {
1066 FILE *fp;
1067 int comp;
1068 char buf[MAX_BUF];
1069
1070 if (!m->tmpname) {
1071 LOG(llevError, "No temporary filename for map %s\n", m->path);
1072 strcpy(buf, m->path);
1073 delete_map(m);
1074 m = load_original_map(buf, 0);
1075 if(m==NULL) return NULL;
1076 fix_auto_apply(m); /* Chests which open as default */
1077 return m;
1078 }
1079
1080 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1081 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1082 strcpy(buf, m->path);
1083 delete_map(m);
1084 m = load_original_map(buf, 0);
1085 if(m==NULL) return NULL;
1086 fix_auto_apply(m); /* Chests which open as default */
1087 return m;
1088 }
1089
1090
1091 if (load_map_header(fp, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 m->compressed = comp;
1099 allocate_map(m);
1100
1101 m->in_memory=MAP_LOADING;
1102 load_objects (m, fp, 0);
1103 close_and_delete(fp, comp);
1104 m->in_memory=MAP_IN_MEMORY;
1105 if (load_temporary_map_callback)
1106 load_temporary_map_callback(m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143} 691}
1144 692
1145/****************************************************************************** 693/******************************************************************************
1146 * This is the start of unique map handling code 694 * This is the start of unique map handling code
1147 *****************************************************************************/ 695 *****************************************************************************/
1148 696
1149/* This goes through map 'm' and removed any unique items on the map. */ 697/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 698void
699maptile::clear_unique_items ()
1151{ 700{
701 for (int i = 0; i < size (); ++i)
702 {
1152 int i,j,unique; 703 int unique = 0;
1153 object *op, *next; 704 for (object *op = spaces [i].bot; op; )
705 {
706 object *above = op->above;
1154 707
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1161 unique=1; 709 unique = 1;
710
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1163 clean_object(op); 712 op->destroy ();
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 713
1165 remove_button_link(op); 714 op = above;
1166 remove_ob(op); 715 }
1167 free_object(op);
1168 }
1169 } 716 }
1170 }
1171} 717}
1172 718
719bool
720maptile::_save_header (object_freezer &freezer)
721{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k)
723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1173 724
1174/* 725 MAP_OUT2 (arch, "map");
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 726
1183 for (count=0; count<10; count++) { 727 if (name) MAP_OUT (name);
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 728 MAP_OUT (swap_time);
1185 if (!access(firstname, R_OK)) break; 729 MAP_OUT (reset_time);
1186 } 730 MAP_OUT (reset_timeout);
1187 /* If we get here, we did not find any map */ 731 MAP_OUT (fixed_resettime);
1188 if (count==10) return; 732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
734 MAP_OUT (difficulty);
1189 735
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 736 if (default_region) MAP_OUT2 (region, default_region->name);
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197 737
1198 m->in_memory=MAP_LOADING; 738 if (shopitems)
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206
1207
1208/*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1220 int i;
1221 739 {
1222 if (flag && !*m->path) { 740 char shop[MAX_BUF];
1223 LOG(llevError,"Tried to save map without path.\n");
1224 return -1;
1225 }
1226
1227 if (flag || (m->unique) || (m->templatemap)) {
1228 if (!m->unique && !m->templatemap) { /* flag is set */
1229 if (flag == 2)
1230 strcpy(filename, create_overlay_pathname(m->path));
1231 else
1232 strcpy (filename, create_pathname (m->path));
1233 } else
1234 strcpy (filename, m->path);
1235
1236 /* If the compression suffix already exists on the filename, don't
1237 * put it on again. This nasty looking strcmp checks to see if the
1238 * compression suffix is at the end of the filename already.
1239 */
1240 if (m->compressed &&
1241 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1242 uncomp[m->compressed][0]))
1243 strcat(filename, uncomp[m->compressed][0]);
1244 make_path_to_file(filename);
1245 } else {
1246 if (!m->tmpname)
1247 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1248 strcpy(filename, m->tmpname);
1249 }
1250 LOG(llevDebug,"Saving map %s\n",m->path);
1251 m->in_memory = MAP_SAVING;
1252
1253 unlink (filename); // do not overwrite backups if done via hardlinks
1254
1255 /* Compress if it isn't a temporary save. Do compress if unique */
1256 if (m->compressed && (m->unique || m->templatemap || flag)) {
1257 char buf[MAX_BUF];
1258 strcpy(buf, uncomp[m->compressed][2]);
1259 strcat(buf, " > ");
1260 strcat(buf, filename);
1261 fp = popen(buf, "w");
1262 } else
1263 fp = fopen(filename, "w");
1264
1265 if(fp == NULL) {
1266 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1267 return -1;
1268 }
1269
1270 /* legacy */
1271 fprintf(fp,"arch map\n");
1272 if (m->name) fprintf(fp,"name %s\n", m->name);
1273 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1274 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1275 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1276 /* we unfortunately have no idea if this is a value the creator set
1277 * or a difficulty value we generated when the map was first loaded
1278 */
1279 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1280 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1281 if (m->shopitems) {
1282 print_shop_string(m, shop); 741 print_shop_string (this, shop);
1283 fprintf(fp,"shopitems %s\n", shop); 742 MAP_OUT2 (shopitems, shop);
1284 }
1285 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1286#ifndef WIN32
1287 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1288 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1289#else
1290 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1292#endif
1293 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1294 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1295 if (m->width) fprintf(fp,"width %d\n", m->width);
1296 if (m->height) fprintf(fp,"height %d\n", m->height);
1297 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1298 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1299 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1300 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1301 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1302 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1303 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1304 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1305 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1306 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1307 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1308 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1309 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1310 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1311
1312 /* Save any tiling information, except on overlays */
1313 if (flag != 2)
1314 for (i=0; i<4; i++)
1315 if (m->tile_path[i])
1316 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1317
1318 fprintf(fp,"end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 fp2 = fp; /* save unique items into fp2 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1327 sprintf (buf,"%s.v00",create_items_path (m->path));
1328 if ((fp2 = fopen (buf, "w")) == NULL) {
1329 LOG(llevError, "Can't open unique items file %s\n", buf);
1330 }
1331 if (flag == 2)
1332 save_objects(m, fp, fp2, 2);
1333 else
1334 save_objects (m, fp, fp2, 0);
1335 if (fp2 != NULL) {
1336 if (ftell (fp2) == 0) {
1337 fclose (fp2);
1338 unlink (buf);
1339 } else {
1340 fclose (fp2);
1341 chmod (buf, SAVE_MODE);
1342 } 743 }
1343 }
1344 } else { /* save same file when not playing, like in editor */
1345 save_objects(m, fp, fp, 0);
1346 }
1347 744
1348 if (m->compressed && (m->unique || m->templatemap || flag)) 745 MAP_OUT (shopgreed);
1349 pclose(fp); 746 MAP_OUT (shopmin);
1350 else 747 MAP_OUT (shopmax);
1351 fclose(fp); 748 if (shoprace) MAP_OUT (shoprace);
749 MAP_OUT (darkness);
750 MAP_OUT (width);
751 MAP_OUT (height);
752 MAP_OUT (enter_x);
753 MAP_OUT (enter_y);
1352 754
1353 chmod (filename, SAVE_MODE); 755 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757
758 MAP_OUT (outdoor);
759 MAP_OUT (temp);
760 MAP_OUT (pressure);
761 MAP_OUT (humid);
762 MAP_OUT (windspeed);
763 MAP_OUT (winddir);
764 MAP_OUT (sky);
765
766 MAP_OUT (per_player);
767 MAP_OUT (per_party);
768
769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
773
774 freezer.put (this);
775 freezer.put (KW_end);
776
777 return true;
778}
779
780bool
781maptile::_save_header (const char *path)
782{
783 object_freezer freezer;
784
785 if (!_save_header (freezer))
1354 return 0; 786 return false;
1355}
1356 787
1357 788 return freezer.save (path);
1358/*
1359 * Remove and free all objects in the inventory of the given object.
1360 * object.c ?
1361 */
1362
1363void clean_object(object *op)
1364{
1365 object *tmp, *next;
1366
1367 for(tmp = op->inv; tmp; tmp = next)
1368 {
1369 next = tmp->below;
1370 clean_object(tmp);
1371 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1372 remove_button_link(tmp);
1373 remove_ob(tmp);
1374 free_object(tmp);
1375 }
1376} 789}
1377 790
1378/* 791/*
1379 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
1380 */ 793 */
794void
795maptile::clear ()
796{
797 if (spaces)
798 {
799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
800 while (object *op = ms->bot)
801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
1381 805
1382void free_all_objects(mapstruct *m) { 806 op->flag [FLAG_REMOVED] = true;
1383 int i,j;
1384 object *op;
1385 807
1386 for(i=0;i<MAP_WIDTH(m);i++) 808 object *head = op->head_ ();
1387 for(j=0;j<MAP_HEIGHT(m);j++) { 809 if (op == head)
1388 object *previous_obj=NULL; 810 op->destroy ();
1389 while((op=GET_MAP_OB(m,i,j))!=NULL) { 811 else if (head->map != op->map)
1390 if (op==previous_obj) { 812 {
1391 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1392 break; 814 head->destroy ();
1393 } 815 }
1394 previous_obj=op; 816 }
1395 if(op->head!=NULL)
1396 op = op->head;
1397 817
1398 /* If the map isn't in memory, free_object will remove and 818 sfree0 (spaces, size ());
1399 * free objects in op's inventory. So let it do the job.
1400 */
1401 if (m->in_memory==MAP_IN_MEMORY)
1402 clean_object(op);
1403 remove_ob(op);
1404 free_object(op);
1405 } 819 }
1406 }
1407#ifdef MANY_CORES
1408 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1409 * an item on that map was not saved - look for that condition and die as appropriate -
1410 * this leaves more of the map data intact for better debugging.
1411 */
1412 for (op=objects; op!=NULL; op=op->next) {
1413 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1414 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1415 abort();
1416 }
1417 }
1418#endif
1419}
1420 820
1421/*
1422 * Frees everything allocated by the given mapstructure.
1423 * don't free tmpname - our caller is left to do that
1424 */
1425
1426void free_map(mapstruct *m,int flag) {
1427 int i;
1428
1429 if (!m->in_memory) {
1430 LOG(llevError,"Trying to free freed map.\n");
1431 return;
1432 }
1433 if (flag && m->spaces) free_all_objects(m);
1434 if (m->name) FREE_AND_CLEAR(m->name);
1435 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1436 if (m->msg) FREE_AND_CLEAR(m->msg);
1437 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1438 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1439 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1440 if (m->buttons) 821 if (buttons)
1441 free_objectlinkpt(m->buttons); 822 free_objectlinkpt (buttons), buttons = 0;
1442 m->buttons = NULL; 823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
826}
827
828void
829maptile::clear_header ()
830{
831 name = 0;
832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
836
1443 for (i=0; i<4; i++) { 837 for (int i = 0; i < 4; i++)
1444 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 838 tile_path [i] = 0;
1445 m->tile_map[i] = NULL;
1446 }
1447 m->in_memory = MAP_SWAPPED;
1448} 839}
1449 840
1450/* 841maptile::~maptile ()
1451 * function: vanish mapstruct 842{
1452 * m : pointer to mapstruct, if NULL no action 843 assert (destroyed ());
1453 * this deletes all the data on the map (freeing pointers) 844}
1454 * and then removes this map from the global linked list of maps.
1455 */
1456 845
1457void delete_map(mapstruct *m) { 846void
1458 mapstruct *tmp, *last; 847maptile::clear_links_to (maptile *m)
1459 int i; 848{
1460
1461 if (!m)
1462 return;
1463 if (m->in_memory == MAP_IN_MEMORY) {
1464 /* change to MAP_SAVING, even though we are not,
1465 * so that remove_ob doesn't do as much work.
1466 */
1467 m->in_memory = MAP_SAVING;
1468 free_map (m, 1);
1469 }
1470 /* move this out of free_map, since tmpname can still be needed if
1471 * the map is swapped out.
1472 */
1473 if (m->tmpname) {
1474 free(m->tmpname);
1475 m->tmpname=NULL;
1476 }
1477 last = NULL;
1478 /* We need to look through all the maps and see if any maps 849 /* We need to look through all the maps and see if any maps
1479 * are pointing at this one for tiling information. Since 850 * are pointing at this one for tiling information. Since
1480 * tiling can be assymetric, we just can not look to see which 851 * tiling can be asymetric, we just can not look to see which
1481 * maps this map tiles with and clears those. 852 * maps this map tiles with and clears those.
1482 */ 853 */
1483 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1484 if (tmp->next == m) last = tmp;
1485
1486 /* This should hopefully get unrolled on a decent compiler */
1487 for (i=0; i<4; i++) 854 for (int i = 0; i < 4; i++)
1488 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 855 if (tile_map[i] == m)
1489 } 856 tile_map[i] = 0;
1490
1491 /* If last is null, then this should be the first map in the list */
1492 if (!last) {
1493 if (m == first_map)
1494 first_map = m->next;
1495 else
1496 /* m->path is a static char, so should hopefully still have
1497 * some useful data in it.
1498 */
1499 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1500 m->path);
1501 }
1502 else
1503 last->next = m->next;
1504
1505 free (m);
1506} 857}
1507 858
859void
860maptile::do_destroy ()
861{
862 attachable::do_destroy ();
1508 863
864 clear ();
865}
1509 866
1510/* 867/* decay and destroy perishable items in a map */
1511 * Makes sure the given map is loaded and swapped in. 868void
1512 * name is path name of the map. 869maptile::do_decay_objects ()
1513 * flags meaning: 870{
1514 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 871 if (!spaces)
1515 * and don't do unique items or the like.
1516 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1517 * dont do any more name translation on it.
1518 *
1519 * Returns a pointer to the given map.
1520 */
1521
1522mapstruct *ready_map_name(const char *name, int flags) {
1523 mapstruct *m;
1524
1525 if (!name)
1526 return (NULL);
1527
1528 /* Have we been at this level before? */
1529 m = has_been_loaded (name);
1530
1531 /* Map is good to go, so just return it */
1532 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1533 return m;
1534 }
1535
1536 /* unique maps always get loaded from their original location, and never
1537 * a temp location. Likewise, if map_flush is set, or we have never loaded
1538 * this map, load it now. I removed the reset checking from here -
1539 * it seems the probability of a player trying to enter a map that should
1540 * reset but hasn't yet is quite low, and removing that makes this function
1541 * a bit cleaner (and players probably shouldn't rely on exact timing for
1542 * resets in any case - if they really care, they should use the 'maps command.
1543 */
1544 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1545
1546 /* first visit or time to reset */
1547 if (m) {
1548 clean_tmp_map(m); /* Doesn't make much difference */
1549 delete_map(m);
1550 }
1551
1552 /* create and load a map */
1553 if (flags & MAP_PLAYER_UNIQUE)
1554 LOG(llevDebug, "Trying to load map %s.\n", name);
1555 else
1556 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1557
1558 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1559 return (NULL);
1560
1561 fix_auto_apply(m); /* Chests which open as default */
1562
1563 /* If a player unique map, no extra unique object file to load.
1564 * if from the editor, likewise.
1565 */
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1567 load_unique_objects(m);
1568
1569 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1570 m=load_overlay_map(name, m);
1571 if (m==NULL)
1572 return NULL;
1573 }
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m; 872 return;
1607}
1608 873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
876 {
877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
893 {
894 op->stats.dam--;
895 if (op->stats.dam < 0)
896 destroy = 1;
897 }
898 else if (op->is_armor ())
899 {
900 op->stats.ac--;
901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
931 }
932}
1609 933
1610/* 934/*
1611 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
1614 * 938 *
1615 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
1616 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
1618 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
1619 */ 943 */
1620 944int
1621int calculate_difficulty(mapstruct *m) { 945maptile::estimate_difficulty () const
1622 object *op; 946{
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0; 947 long monster_cnt = 0;
1626 double avgexp = 0; 948 double avgexp = 0;
1627 sint64 total_exp = 0; 949 sint64 total_exp = 0;
1628 950
1629 if (MAP_DIFFICULTY (m)) 951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1630 { 952 for (object *op = ms->bot; op; op = op->above)
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 { 953 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER)) 954 if (QUERY_FLAG (op, FLAG_MONSTER))
1640 { 955 {
1641 total_exp += op->stats.exp; 956 total_exp += op->stats.exp;
1642 monster_cnt++; 957 monster_cnt++;
1643 } 958 }
1644 959
1645 if(QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1646 { 961 {
1647 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1648 at = type_to_archetype(GENERATE_TYPE (op));
1649 963
1650 if(at != NULL) 964 if (archetype *at = op->other_arch)
965 {
1651 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1652
1653 monster_cnt++; 967 monster_cnt++;
1654 } 968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1655 } 975 }
976 }
1656 977
1657 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1658 979
1659 for (i = 1; i <= settings.max_level; i++) 980 for (int i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 981 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i; 982 return i;
1665 }
1666 }
1667 983
1668 return 1; 984 return 1;
1669}
1670
1671void clean_tmp_map(mapstruct *m) {
1672 if(m->tmpname == NULL)
1673 return;
1674 if (clean_temporary_map_callback)
1675 clean_temporary_map_callback (m);
1676 (void) unlink(m->tmpname);
1677}
1678
1679void free_all_maps(void)
1680{
1681 int real_maps=0;
1682
1683 while (first_map) {
1684 /* I think some of the callers above before it gets here set this to be
1685 * saving, but we still want to free this data
1686 */
1687 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1688 delete_map(first_map);
1689 real_maps++;
1690 }
1691 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1692} 985}
1693 986
1694/* change_map_light() - used to change map light level (darkness) 987/* change_map_light() - used to change map light level (darkness)
1695 * up or down. Returns true if successful. It should now be 988 * up or down. Returns true if successful. It should now be
1696 * possible to change a value by more than 1. 989 * possible to change a value by more than 1.
1697 * Move this from los.c to map.c since this is more related 990 * Move this from los.c to map.c since this is more related
1698 * to maps than los. 991 * to maps than los.
1699 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1700 */ 993 */
1701 994int
1702int change_map_light(mapstruct *m, int change) { 995maptile::change_map_light (int change)
1703 int new_level = m->darkness + change; 996{
1704
1705 /* Nothing to do */ 997 /* Nothing to do */
1706 if(!change || (new_level <= 0 && m->darkness == 0) || 998 if (!change)
1707 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1708 return 0; 999 return 0;
1709 }
1710 1000
1711 /* inform all players on the map */ 1001 /* inform all players on the map */
1712 if (change>0) 1002 if (change > 0)
1713 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1714 else 1004 else
1715 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1716 1006
1717 /* Do extra checking. since m->darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1718 * we need to be extra careful about negative values.
1719 * In general, the checks below are only needed if change
1720 * is not +/-1
1721 */
1722 if (new_level < 0) m->darkness = 0;
1723 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1724 else m->darkness=new_level;
1725 1008
1726 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1727 update_all_map_los(m); 1010 update_all_map_los (this);
1011
1728 return 1; 1012 return 1;
1729} 1013}
1730
1731 1014
1732/* 1015/*
1733 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1734 * on the map (what it looks like, whether it blocks magic, 1017 * on the map (what it looks like, whether it blocks magic,
1735 * has a living creatures, prevents people from passing 1018 * has a living creatures, prevents people from passing
1736 * through, etc) 1019 * through, etc)
1737 */ 1020 */
1738void update_position (mapstruct *m, int x, int y) { 1021void
1739 object *tmp, *last = NULL; 1022mapspace::update_ ()
1740 uint8 flags = 0, oldflags, light=0, anywhere=0; 1023{
1741 New_Face *top,*floor, *middle; 1024 object *last = 0;
1742 object *top_obj, *floor_obj, *middle_obj; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1026 sint8 light = 0;
1743 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1744 1028
1745 oldflags = GET_MAP_FLAGS(m,x,y); 1029 //object *middle = 0;
1746 if (!(oldflags & P_NEED_UPDATE)) { 1030 //object *top = 0;
1747 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1031 //object *floor = 0;
1748 m->path, x, y); 1032 // this seems to generate better code than using locals, above
1749 return; 1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1036
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1750 } 1038 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius;
1751 1041
1752 middle=blank_face;
1753 top=blank_face;
1754 floor=blank_face;
1755
1756 middle_obj = NULL;
1757 top_obj = NULL;
1758 floor_obj = NULL;
1759
1760 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1761
1762 /* This could be made additive I guess (two lights better than
1763 * one). But if so, it shouldn't be a simple additive - 2
1764 * light bulbs do not illuminate twice as far as once since
1765 * it is a disapation factor that is squared (or is it cubed?)
1766 */
1767 if (tmp->glow_radius > light) light = tmp->glow_radius;
1768
1769 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1770 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1771 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1772 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1773 * functions the move_player calls eventualy call this. 1046 * functions the move_player calls eventualy call this.
1774 * 1047 *
1775 * Always put the player down for drawing. 1048 * Always put the player down for drawing.
1776 */ 1049 */
1777 if (!tmp->invisible) { 1050 if (!tmp->invisible)
1051 {
1778 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1779 top = tmp->face; 1053 top = tmp;
1780 top_obj = tmp;
1781 }
1782 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1055 {
1783 /* If we got a floor, that means middle and top were below it, 1056 /* If we got a floor, that means middle and top were below it,
1784 * so should not be visible, so we clear them. 1057 * so should not be visible, so we clear them.
1785 */ 1058 */
1786 middle=blank_face; 1059 middle = 0;
1787 top=blank_face; 1060 top = 0;
1788 floor = tmp->face; 1061 floor = tmp;
1789 floor_obj = tmp; 1062 }
1790 }
1791 /* Flag anywhere have high priority */ 1063 /* Flag anywhere have high priority */
1792 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1793 middle = tmp->face; 1065 {
1066 middle = tmp;
1067 anywhere = 1;
1068 }
1794 1069
1795 middle_obj = tmp;
1796 anywhere =1;
1797 }
1798 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1799 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1800 * top 1072 * top
1801 */ 1073 */
1802 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1803 middle = tmp->face; 1075 middle = tmp;
1804 middle_obj = tmp; 1076 }
1805 } 1077
1806 }
1807 if (tmp==tmp->above) { 1078 if (tmp == tmp->above)
1079 {
1808 LOG(llevError, "Error in structure of map\n"); 1080 LOG (llevError, "Error in structure of map\n");
1809 exit (-1); 1081 exit (-1);
1810 }
1811 1082 }
1083
1812 move_slow |= tmp->move_slow; 1084 move_slow |= tmp->move_slow;
1813 move_block |= tmp->move_block; 1085 move_block |= tmp->move_block;
1814 move_on |= tmp->move_on; 1086 move_on |= tmp->move_on;
1815 move_off |= tmp->move_off; 1087 move_off |= tmp->move_off;
1816 move_allow |= tmp->move_allow; 1088 move_allow |= tmp->move_allow;
1817 1089
1818 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1819 flags |= P_IS_ALIVE; 1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1820 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1092 if (tmp->type == PLAYER) flags |= P_PLAYER;
1821 flags |= P_NO_MAGIC; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1822 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1823 flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1824
1825 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1826 flags |= P_BLOCKSVIEW;
1827 } /* for stack of objects */
1828
1829 /* we don't want to rely on this function to have accurate flags, but
1830 * since we're already doing the work, we calculate them here.
1831 * if they don't match, logic is broken someplace.
1832 */
1833 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1834 (!(oldflags & P_NO_ERROR))) {
1835 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1836 m->path, x, y,
1837 (oldflags & ~P_NEED_UPDATE), flags);
1838 } 1096 }
1839 SET_MAP_FLAGS(m, x, y, flags);
1840 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1841 SET_MAP_MOVE_ON(m, x, y, move_on);
1842 SET_MAP_MOVE_OFF(m, x, y, move_off);
1843 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1844 1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on;
1102 this->move_off = move_off;
1103 this->move_slow = move_slow;
1104
1845 /* At this point, we have a floor face (if there is a floor), 1105 /* At this point, we have a floor face (if there is a floor),
1846 * and the floor is set - we are not going to touch it at 1106 * and the floor is set - we are not going to touch it at
1847 * this point. 1107 * this point.
1848 * middle contains the highest visibility face. 1108 * middle contains the highest visibility face.
1849 * top contains a player/monster face, if there is one. 1109 * top contains a player/monster face, if there is one.
1850 * 1110 *
1851 * We now need to fill in top.face and/or middle.face. 1111 * We now need to fill in top.face and/or middle.face.
1852 */ 1112 */
1853 1113
1854 /* If the top face also happens to be high visibility, re-do our 1114 /* If the top face also happens to be high visibility, re-do our
1855 * middle face. This should not happen, as we already have the 1115 * middle face. This should not happen, as we already have the
1856 * else statement above so middle should not get set. OTOH, it 1116 * else statement above so middle should not get set. OTOH, it
1857 * may be possible for the faces to match but be different objects. 1117 * may be possible for the faces to match but be different objects.
1858 */ 1118 */
1859 if (top == middle) middle=blank_face; 1119 if (top == middle)
1120 middle = 0;
1860 1121
1861 /* There are three posibilities at this point: 1122 /* There are three posibilities at this point:
1862 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1863 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1864 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1865 */ 1126 */
1866 1127
1867 for (tmp=last; tmp; tmp=tmp->below) { 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1129 {
1868 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1869 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 break;
1870 1133
1871 /* If two top faces are already set, quit processing */ 1134 /* If two top faces are already set, quit processing */
1872 if ((top != blank_face) && (middle != blank_face)) break; 1135 if (top && middle)
1136 break;
1873 1137
1874 /* Only show visible faces, unless its the editor - show all */ 1138 /* Only show visible faces */
1875 if (!tmp->invisible || editor) { 1139 if (!tmp->invisible)
1140 {
1876 /* Fill in top if needed */ 1141 /* Fill in top if needed */
1877 if (top == blank_face) { 1142 if (!top)
1878 top = tmp->face; 1143 {
1879 top_obj = tmp; 1144 top = tmp;
1880 if (top == middle) middle=blank_face; 1145 if (top == middle)
1881 } else { 1146 middle = 0;
1147 }
1148 else
1149 {
1882 /* top is already set - we should only get here if 1150 /* top is already set - we should only get here if
1883 * middle is not set 1151 * middle is not set
1884 * 1152 *
1885 * Set the middle face and break out, since there is nothing 1153 * Set the middle face and break out, since there is nothing
1886 * more to fill in. We don't check visiblity here, since 1154 * more to fill in. We don't check visiblity here, since
1887 * 1155 *
1888 */ 1156 */
1889 if (tmp->face != top ) { 1157 if (tmp != top)
1890 middle = tmp->face; 1158 {
1891 middle_obj = tmp; 1159 middle = tmp;
1892 break; 1160 break;
1893 } 1161 }
1162 }
1163 }
1894 } 1164 }
1895 } 1165
1166 if (middle == floor)
1167 middle = 0;
1168
1169 if (top == middle)
1170 middle = 0;
1171
1172#if 0
1173 faces_obj [0] = top;
1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176#endif
1177}
1178
1179uint64
1180mapspace::volume () const
1181{
1182 uint64 vol = 0;
1183
1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1186
1187 return vol;
1188}
1189
1190maptile *
1191maptile::tile_available (int dir, bool load)
1192{
1193 if (tile_path[dir])
1896 } 1194 {
1897 if (middle == floor) middle = blank_face; 1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1898 if (top == middle) middle = blank_face; 1196 return tile_map[dir];
1899 SET_MAP_FACE(m,x,y,top,0);
1900 if(top != blank_face)
1901 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1902 else
1903 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1904 SET_MAP_FACE(m,x,y,middle,1);
1905 if(middle != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1909 SET_MAP_FACE(m,x,y,floor,2);
1910 if(floor != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1914 SET_MAP_LIGHT(m,x,y,light);
1915}
1916 1197
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1917 1201
1918void set_map_reset_time(mapstruct *map) { 1202 return 0;
1919 int timeout;
1920
1921 timeout = MAP_RESET_TIMEOUT(map);
1922 if (timeout <= 0)
1923 timeout = MAP_DEFAULTRESET;
1924 if (timeout >= MAP_MAXRESET)
1925 timeout = MAP_MAXRESET;
1926 MAP_WHEN_RESET(map) = seconds()+timeout;
1927}
1928
1929/* this updates the orig_map->tile_map[tile_num] value after loading
1930 * the map. It also takes care of linking back the freshly loaded
1931 * maps tile_map values if it tiles back to this one. It returns
1932 * the value of orig_map->tile_map[tile_num]. It really only does this
1933 * so that it is easier for calling functions to verify success.
1934 */
1935
1936static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1937{
1938 int dest_tile = (tile_num +2) % 4;
1939 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1940
1941 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1942
1943 /* need to do a strcmp here as the orig_map->path is not a shared string */
1944 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1945 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1946 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1947
1948 return orig_map->tile_map[tile_num];
1949} 1203}
1950 1204
1951/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1952 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1953 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1954 * This is the function should always be used when it 1208 * This is the function should always be used when it
1955 * necessary to check for valid coordinates. 1209 * necessary to check for valid coordinates.
1956 * This function will recursively call itself for the 1210 * This function will recursively call itself for the
1957 * tiled maps. 1211 * tiled maps.
1958 * 1212 */
1959 * 1213int
1960 */
1961int out_of_map(mapstruct *m, int x, int y) 1214out_of_map (maptile *m, int x, int y)
1962{ 1215{
1963
1964 /* If we get passed a null map, this is obviously the 1216 /* If we get passed a null map, this is obviously the
1965 * case. This generally shouldn't happen, but if the 1217 * case. This generally shouldn't happen, but if the
1966 * map loads fail below, it could happen. 1218 * map loads fail below, it could happen.
1967 */ 1219 */
1968 if (!m) return 0; 1220 if (!m)
1969
1970 if (x<0) {
1971 if (!m->tile_path[3]) return 1;
1972 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 3);
1974 }
1975 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1976 }
1977 if (x>=MAP_WIDTH(m)) {
1978 if (!m->tile_path[1]) return 1;
1979 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 1);
1981 }
1982 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1983 }
1984 if (y<0) {
1985 if (!m->tile_path[0]) return 1;
1986 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 0);
1988 }
1989 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1990 }
1991 if (y>=MAP_HEIGHT(m)) {
1992 if (!m->tile_path[2]) return 1;
1993 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 2);
1995 }
1996 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1997 }
1998
1999 /* Simple case - coordinates are within this local
2000 * map.
2001 */
2002 return 0; 1221 return 0;
1222
1223 if (x < 0)
1224 {
1225 if (!m->tile_available (3))
1226 return 1;
1227
1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1229 }
1230
1231 if (x >= m->width)
1232 {
1233 if (!m->tile_available (1))
1234 return 1;
1235
1236 return out_of_map (m->tile_map[1], x - m->width, y);
1237 }
1238
1239 if (y < 0)
1240 {
1241 if (!m->tile_available (0))
1242 return 1;
1243
1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1245 }
1246
1247 if (y >= m->height)
1248 {
1249 if (!m->tile_available (2))
1250 return 1;
1251
1252 return out_of_map (m->tile_map[2], x, y - m->height);
1253 }
1254
1255 /* Simple case - coordinates are within this local
1256 * map.
1257 */
1258 return 0;
2003} 1259}
2004 1260
2005/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
2006 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
2007 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
2008 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
2009 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
2010 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
2011 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
2012 */ 1268 */
2013mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1269maptile *
1270maptile::xy_find (sint16 &x, sint16 &y)
2014{ 1271{
2015 1272 if (x < 0)
2016 if (*x<0) {
2017 if (!m->tile_path[3]) return NULL;
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 3);
2020
2021 *x += MAP_WIDTH(m->tile_map[3]);
2022 return (get_map_from_coord(m->tile_map[3], x, y));
2023 } 1273 {
2024 if (*x>=MAP_WIDTH(m)) { 1274 if (!tile_available (3))
2025 if (!m->tile_path[1]) return NULL; 1275 return 0;
2026 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2027 load_and_link_tiled_map(m, 1);
2028 1276
2029 *x -= MAP_WIDTH(m); 1277 x += tile_map[3]->width;
2030 return (get_map_from_coord(m->tile_map[1], x, y)); 1278 return tile_map[3]->xy_find (x, y);
1279 }
1280
1281 if (x >= width)
2031 } 1282 {
2032 if (*y<0) { 1283 if (!tile_available (1))
2033 if (!m->tile_path[0]) return NULL; 1284 return 0;
2034 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map(m, 0);
2036 1285
2037 *y += MAP_HEIGHT(m->tile_map[0]); 1286 x -= width;
2038 return (get_map_from_coord(m->tile_map[0], x, y)); 1287 return tile_map[1]->xy_find (x, y);
1288 }
1289
1290 if (y < 0)
2039 } 1291 {
2040 if (*y>=MAP_HEIGHT(m)) { 1292 if (!tile_available (0))
2041 if (!m->tile_path[2]) return NULL; 1293 return 0;
2042 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2043 load_and_link_tiled_map(m, 2);
2044 1294
2045 *y -= MAP_HEIGHT(m); 1295 y += tile_map[0]->height;
2046 return (get_map_from_coord(m->tile_map[2], x, y)); 1296 return tile_map[0]->xy_find (x, y);
1297 }
1298
1299 if (y >= height)
2047 } 1300 {
1301 if (!tile_available (2))
1302 return 0;
2048 1303
1304 y -= height;
1305 return tile_map[2]->xy_find (x, y);
1306 }
1307
2049 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
2050 * map. 1309 * map.
2051 */ 1310 */
2052 1311 return this;
2053 return m;
2054} 1312}
2055 1313
2056/** 1314/**
2057 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
2058 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
2059 */ 1317 */
1318int
2060static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1320{
2061 if (!map1 || !map2) 1321 if (!map1 || !map2)
2062 return 0; 1322 return 0;
2063 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
2064 if (map1 == map2) { 1326 if (map1 == map2)
1327 {
2065 *dx = 0; 1328 *dx = 0;
2066 *dy = 0; 1329 *dy = 0;
2067 1330 }
2068 } else if (map1->tile_map[0] == map2) { /* up */ 1331 else if (map1->tile_map[0] == map2)
1332 { /* up */
2069 *dx = 0; 1333 *dx = 0;
2070 *dy = -MAP_HEIGHT(map2); 1334 *dy = -map2->height;
1335 }
2071 } else if (map1->tile_map[1] == map2) { /* right */ 1336 else if (map1->tile_map[1] == map2)
2072 *dx = MAP_WIDTH(map1); 1337 { /* right */
1338 *dx = map1->width;
2073 *dy = 0; 1339 *dy = 0;
1340 }
2074 } else if (map1->tile_map[2] == map2) { /* down */ 1341 else if (map1->tile_map[2] == map2)
1342 { /* down */
2075 *dx = 0; 1343 *dx = 0;
2076 *dy = MAP_HEIGHT(map1); 1344 *dy = map1->height;
1345 }
2077 } else if (map1->tile_map[3] == map2) { /* left */ 1346 else if (map1->tile_map[3] == map2)
2078 *dx = -MAP_WIDTH(map2); 1347 { /* left */
1348 *dx = -map2->width;
2079 *dy = 0; 1349 *dy = 0;
2080 1350 }
2081 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1352 { /* up right */
2082 *dx = MAP_WIDTH(map1->tile_map[0]); 1353 *dx = map1->tile_map[0]->width;
2083 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1354 *dy = -map1->tile_map[0]->height;
1355 }
2084 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1357 { /* up left */
2086 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1358 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height;
1360 }
2087 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2088 *dx = MAP_WIDTH(map1); 1362 { /* right up */
2089 *dy = -MAP_HEIGHT(map2); 1363 *dx = map1->width;
1364 *dy = -map2->height;
1365 }
2090 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2091 *dx = MAP_WIDTH(map1); 1367 { /* right down */
2092 *dy = MAP_HEIGHT(map1->tile_map[1]); 1368 *dx = map1->width;
1369 *dy = map1->tile_map[1]->height;
1370 }
2093 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1372 { /* down right */
2094 *dx = MAP_WIDTH(map1->tile_map[2]); 1373 *dx = map1->tile_map[2]->width;
2095 *dy = MAP_HEIGHT(map1); 1374 *dy = map1->height;
1375 }
2096 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2097 *dx = -MAP_WIDTH(map2); 1377 { /* down left */
2098 *dy = MAP_HEIGHT(map1); 1378 *dx = -map2->width;
1379 *dy = map1->height;
1380 }
2099 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1382 { /* left up */
2100 *dx = -MAP_WIDTH(map1->tile_map[3]); 1383 *dx = -map1->tile_map[3]->width;
2101 *dy = -MAP_HEIGHT(map2); 1384 *dy = -map2->height;
1385 }
2102 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1387 { /* left down */
2103 *dx = -MAP_WIDTH(map1->tile_map[3]); 1388 *dx = -map1->tile_map[3]->width;
2104 *dy = MAP_HEIGHT(map1->tile_map[3]); 1389 *dy = map1->tile_map[3]->height;
2105
2106 } else { /* not "adjacent" enough */
2107 return 0;
2108 } 1390 }
2109 1391 else
2110 return 1; 1392 return 0;
1393
1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
2111} 1412}
2112 1413
2113/* From map.c 1414/* From map.c
2114 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
2115 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
2116 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
2117 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
2118 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
2119 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
2120 * monster that is closest. 1421 * monster that is closest.
2121 * 1422 *
2122 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
2123 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
2128 * be unexpected 1429 * be unexpected
2129 * 1430 *
2130 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
2131 * closest body part of 'op1' 1432 * closest body part of 'op1'
2132 */ 1433 */
2133 1434void
2134void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1436{
2135 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438 {
2136 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
2137 retval->distance = 100000; 1440 retval->distance = 10000;
2138 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
2139 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
2140 retval->direction = 0; 1443 retval->direction = 0;
2141 retval->part = 0; 1444 retval->part = 0;
2142 } else { 1445 }
1446 else
1447 {
2143 object *best; 1448 object *best;
2144 1449
2145 retval->distance_x += op2->x-op1->x; 1450 retval->distance_x += op2->x - op1->x;
2146 retval->distance_y += op2->y-op1->y; 1451 retval->distance_y += op2->y - op1->y;
2147 1452
2148 best = op1; 1453 best = op1;
2149 /* If this is multipart, find the closest part now */ 1454 /* If this is multipart, find the closest part now */
2150 if (!(flags&0x1) && op1->more) { 1455 if (!(flags & 0x1) && op1->more)
2151 object *tmp; 1456 {
2152 int best_distance = retval->distance_x*retval->distance_x+ 1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2153 retval->distance_y*retval->distance_y, tmpi;
2154 1458
2155 /* we just take the offset of the piece to head to figure 1459 /* we just take the offset of the piece to head to figure
2156 * distance instead of doing all that work above again 1460 * distance instead of doing all that work above again
2157 * since the distance fields we set above are positive in the 1461 * since the distance fields we set above are positive in the
2158 * same axis as is used for multipart objects, the simply arithmetic 1462 * same axis as is used for multipart objects, the simply arithmetic
2159 * below works. 1463 * below works.
2160 */ 1464 */
2161 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1466 {
2162 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2163 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2164 if (tmpi < best_distance) { 1469 if (tmpi < best_distance)
1470 {
2165 best_distance = tmpi; 1471 best_distance = tmpi;
2166 best = tmp; 1472 best = tmp;
2167 } 1473 }
2168 } 1474 }
1475
2169 if (best != op1) { 1476 if (best != op1)
1477 {
2170 retval->distance_x += op1->x-best->x; 1478 retval->distance_x += op1->x - best->x;
2171 retval->distance_y += op1->y-best->y; 1479 retval->distance_y += op1->y - best->y;
2172 } 1480 }
2173 } 1481 }
1482
2174 retval->part = best; 1483 retval->part = best;
2175 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2176 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2177 } 1486 }
2178} 1487}
2179 1488
2180/* this is basically the same as get_rangevector above, but instead of 1489/* this is basically the same as get_rangevector above, but instead of
2181 * the first parameter being an object, it instead is the map 1490 * the first parameter being an object, it instead is the map
2185 * flags has no meaning for this function at this time - I kept it in to 1494 * flags has no meaning for this function at this time - I kept it in to
2186 * be more consistant with the above function and also in case they are needed 1495 * be more consistant with the above function and also in case they are needed
2187 * for something in the future. Also, since no object is pasted, the best 1496 * for something in the future. Also, since no object is pasted, the best
2188 * field of the rv_vector is set to NULL. 1497 * field of the rv_vector is set to NULL.
2189 */ 1498 */
2190 1499void
2191void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1501{
2192 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1503 {
2193 /* be conservative and fill in _some_ data */ 1504 /* be conservative and fill in _some_ data */
2194 retval->distance = 100000; 1505 retval->distance = 100000;
2195 retval->distance_x = 32767; 1506 retval->distance_x = 32767;
2196 retval->distance_y = 32767; 1507 retval->distance_y = 32767;
2197 retval->direction = 0; 1508 retval->direction = 0;
2198 retval->part = 0; 1509 retval->part = 0;
2199 } else { 1510 }
1511 else
1512 {
2200 retval->distance_x += op2->x-x; 1513 retval->distance_x += op2->x - x;
2201 retval->distance_y += op2->y-y; 1514 retval->distance_y += op2->y - y;
2202 1515
2203 retval->part = NULL; 1516 retval->part = 0;
2204 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2205 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2206 } 1519 }
2207} 1520}
2208 1521
2209/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
2210 * (as related to map tiling). Note that this looks for a path from 1523 * (as related to map tiling). Note that this looks for a path from
2211 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1524 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2212 * to op1, this will still return false. 1525 * to op1, this will still return false.
2213 * Note we only look one map out to keep the processing simple 1526 * Note we only look one map out to keep the processing simple
2214 * and efficient. This could probably be a macro. 1527 * and efficient. This could probably be a macro.
2215 * MSW 2001-08-05 1528 * MSW 2001-08-05
2216 */ 1529 */
1530int
2217int on_same_map(const object *op1, const object *op2) { 1531on_same_map (const object *op1, const object *op2)
1532{
2218 int dx, dy; 1533 int dx, dy;
2219 1534
2220 return adjacent_map(op1->map, op2->map, &dx, &dy); 1535 return adjacent_map (op1->map, op2->map, &dx, &dy);
2221} 1536}
1537
1538object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542}
1543
1544region *
1545maptile::region (int x, int y) const
1546{
1547 if (regions
1548 && regionmap
1549 && !OUT_OF_REAL_MAP (this, x, y))
1550 if (struct region *reg = regionmap [regions [y * width + x]])
1551 return reg;
1552
1553 if (default_region)
1554 return default_region;
1555
1556 return ::region::default_region ();
1557}
1558
1559/* picks a random object from a style map.
1560 */
1561object *
1562maptile::pick_random_object (rand_gen &gen) const
1563{
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581}
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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