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Comparing deliantra/server/common/map.C (file contents):
Revision 1.20 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.168 by root, Fri Nov 6 13:03:34 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 1.20 2006/09/03 00:18:40 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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
31//+GPL
40 32
41extern int nrofallocobjects,nroffreeobjects; 33sint8 maptile::outdoor_darkness;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 34
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 40 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
244 */ 44 */
45int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 47{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 48 sint16 newx = x;
253 newy = y; 49 sint16 newy = y;
50
254 mp = get_map_from_coord(oldmap, &newx, &newy); 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 52
256 retval |= P_NEW_MAP; 53 if (!mp)
54 return P_OUT_OF_MAP;
55
257 if (newmap) *newmap = mp; 56 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 57 if (nx) *nx = newx;
259 if (ny) *ny = newy; 58 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 59
262 if (retval & P_SAFE) 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 61}
267
268 62
269/* 63/*
270 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 70 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 71 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 72 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 73 * by the caller.
280 */ 74 */
281 75int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 76blocked_link (object *ob, maptile *m, int sx, int sy)
283 object *tmp; 77{
284 int mflags, blocked;
285
286 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 79 * have already checked this.
288 */ 80 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->spaces[sx + m->width * sy].flags;
298 88
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
300 91
301 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 94 * things we need to do for players.
304 */ 95 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
306 98
307 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
313 */ 105 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
315 108
316 if(ob->head != NULL) 109 ob = ob->head_ ();
317 ob=ob->head;
318 110
319 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
323 */ 115 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 {
118 if (OB_MOVE_BLOCK (ob, tmp))
119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0))
122 return 1;
123 else
124 continue;
325 125
326 /* This must be before the checks below. Code for inventory checkers. */ 126 if (tmp->type == CHECK_INV)
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
328 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't
330 * pass through this space.
331 */ 127 {
332 if (tmp->last_sp) { 128 bool have = check_inv_recursive (ob, tmp);
333 if (check_inv_recursive(ob,tmp)==NULL) 129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
334 return 1; 132 return 1;
335 else
336 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 133 }
346 } /* if check_inv */ 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
143 }
144 else
145 return 1; // unconditional block
146
347 else { 147 } else {
348 /* Broke apart a big nasty if into several here to make 148 // space does not block the ob, directly, but
349 * this more readable. first check - if the space blocks 149 // anything alive that is not a door still
350 * movement, can't move here. 150 // blocks anything but wizards.
351 * second - if a monster, can't move there, unles it is a 151
352 * hidden dm 152 if (tmp->flag [FLAG_ALIVE]
353 */ 153 && tmp->head_ () != ob
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 && tmp != ob
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 155 && tmp->type != DOOR
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
357 return 1; 157 return 1;
358 } 158 }
359
360 } 159 }
160
361 return 0; 161 return 0;
362} 162}
363
364 163
365/* 164/*
366 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
367 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
370 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
371 * 170 *
372 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
373 * 172 *
374 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
386 * 185 *
387 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
389 * against the move_block values. 188 * against the move_block values.
390 */ 189 */
391 190bool
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 191object::blocked (maptile *m, int x, int y) const
393 archetype *tmp; 192{
394 int flag; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
405 196
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 197 if (!pos.normalise ())
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 198 return 1;
408 199
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 200 mapspace &ms = *pos;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 201
412 /* find_first_free_spot() calls this function. However, often 202 if (ms.flags () & P_IS_ALIVE)
413 * ob doesn't have any move type (when used to place exits) 203 return 1;
204
205 /* However, often ob doesn't have any move type
206 * (signifying non-moving objects)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 208 */
209 if (!move_type && ms.move_block != MOVE_ALL)
210 continue;
416 211
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
421 */ 214 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 215 if (ms.blocks (move_type))
423 return AB_NO_PASS; 216 return 1;
424
425 } 217 }
218
426 return 0; 219 return 0;
427} 220}
428 221
429/* When the map is loaded, load_object does not actually insert objects 222/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 224 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
434 */ 227 */
435 228static void
436void fix_container(object *container) 229fix_container (object *container)
437{ 230{
438 object *tmp=container->inv, *next; 231 object *tmp = container->inv, *next;
439 232
440 container->inv=NULL; 233 container->inv = 0;
441 while (tmp!=NULL) { 234 while (tmp)
235 {
442 next = tmp->below; 236 next = tmp->below;
443 if (tmp->inv) 237 if (tmp->inv)
444 fix_container(tmp); 238 fix_container (tmp);
239
445 (void) insert_ob_in_ob(tmp,container); 240 insert_ob_in_ob (tmp, container);
446 tmp = next; 241 tmp = next;
447 } 242 }
243
448 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
449 * carrying. 245 //TODO: remove
450 */ 246 container->update_weight ();
451 sum_weight(container);
452} 247}
248
249//-GPL
250
251void
252maptile::set_object_flag (int flag, int value)
253{
254 if (!spaces)
255 return;
256
257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
259 tmp->flag [flag] = value;
260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
453 276
454/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 280 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 281 */
460 282void
461static void link_multipart_objects(mapstruct *m) 283maptile::link_multipart_objects ()
462{ 284{
463 int x,y; 285 if (!spaces)
464 object *tmp, *op, *last, *above; 286 return;
465 archetype *at;
466 287
467 for(x=0;x<MAP_WIDTH(m);x++) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 289 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 290 object *op = ms->bot;
470 above=tmp->above; 291 while (op)
471 292 {
472 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 294 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498
499 295 {
296 op->remove ();
297 op->expand_tail ();
298
299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
306 }
307 else
308 op = op->above;
309 }
310 }
311}
312
313//-GPL
500 314
501/* 315/*
502 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer. 317 * file pointer.
504 * mapflags is the same as we get with load_original_map
505 */ 318 */
319bool
320maptile::_load_objects (object_thawer &f)
321{
322 for (;;)
323 {
324 coroapi::cede_to_tick (); // cede once in a while
506 325
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 326 switch (f.kw)
508 int i,j,bufstate=LO_NEWFILE;
509 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp;
511
512 op=get_object();
513 op->map = m; /* To handle buttons correctly */
514
515 while((i = load_object (fp, op, bufstate, mapflags))) {
516 /* Since the loading of the map header does not load an object
517 * anymore, we need to pass LO_NEWFILE for the first object loaded,
518 * and then switch to LO_REPEAT for faster loading.
519 */ 327 {
520 bufstate = LO_REPEAT; 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
521 334
522 /* if the archetype for the object is null, means that we 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
523 * got an invalid object. Don't do anything with it - the game 336 {
524 * or editor will not be able to do anything with it either. 337 // we insert manually because
525 */ 338 // a) its way faster
526 if (op->arch==NULL) { 339 // b) we remove manually, too, and there are good reasons for that
527 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
528 continue; 360 continue;
529 }
530 361
531
532 switch(i) {
533 case LL_NORMAL:
534 /* if we are loading an overlay, put the floors on the bottom */
535 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
536 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
537 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
538 else
539 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
540
541 if (op->inv)
542 sum_weight(op);
543
544 prev=op,last_more=op;
545 break;
546
547 case LL_MORE: 362 case KW_EOF:
548 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
549 op->head=prev,last_more->more=op,last_more=op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
550 break; 368 break;
551 } 369 }
552 if (mapflags & MAP_STYLE) { 370
553 remove_from_active_list(op); 371 f.next ();
372 }
373
374 return true;
375}
376
377void
378maptile::activate ()
379{
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384}
385
386void
387maptile::deactivate ()
388{
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393}
394
395bool
396maptile::_save_objects (object_freezer &f, int flags)
397{
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
554 } 424 }
555 op=get_object();
556 op->map = m;
557 } 425 }
558 for (i=0;i<m->width;i++){
559 for (j=0;j<m->height;j++){
560 unique =0;
561 /* check for unique items, or unique squares */
562 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
563 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
564 unique = 1;
565 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
566 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
567 }
568 }
569 }
570 free_object(op);
571 link_multipart_objects(m);
572}
573 426
574/* This saves all the objects on the map in a non destructive fashion. 427 coroapi::cede_to_tick ();
575 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 428
576 * and we only save the head of multi part objects - this is needed 429 return true;
577 * in order to do map tiling properly. 430}
431
432bool
433maptile::_save_objects (const char *path, int flags)
434{
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441}
442
443maptile::maptile ()
444{
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
578 */ 449 */
579void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 450 width = 16;
580 int i, j = 0,unique=0; 451 height = 16;
581 object *op; 452 timeout = 300;
582 /* first pass - save one-part objects */ 453 max_nrof = 1000; // 1000 items of anything
583 for(i = 0; i < MAP_WIDTH(m); i++) 454 max_volume = 2000000; // 2m³
584 for (j = 0; j < MAP_HEIGHT(m); j++) { 455}
585 unique=0;
586 for(op = get_map_ob (m, i, j); op; op = op->above) {
587 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
588 unique=1;
589 456
590 if(op->type == PLAYER) { 457maptile::maptile (int w, int h)
591 LOG(llevDebug, "Player on map that is being saved\n"); 458{
592 continue; 459 in_memory = MAP_SWAPPED;
593 }
594 460
595 if (op->head || op->owner) 461 width = w;
596 continue; 462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
597 467
598 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 468 alloc ();
599 save_object (fp2, op, 3);
600 else
601 if (flag == 0 ||
602 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
603 !QUERY_FLAG(op, FLAG_UNPAID))))
604 save_object(fp, op, 3);
605
606 } /* for this space */
607 } /* for this j */
608} 469}
609 470
610/* 471/*
611 * Allocates, initialises, and returns a pointer to a mapstruct.
612 * Modified to no longer take a path option which was not being
613 * used anyways. MSW 2001-07-01
614 */
615
616mapstruct *get_linked_map(void) {
617 mapstruct *map = new mapstruct;
618 mapstruct *mp;
619
620 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
621 if(mp==NULL)
622 first_map=map;
623 else
624 mp->next=map;
625
626 map->in_memory=MAP_SWAPPED;
627 /* The maps used to pick up default x and y values from the
628 * map archetype. Mimic that behaviour.
629 */
630 MAP_WIDTH(map)=16;
631 MAP_HEIGHT(map)=16;
632 MAP_RESET_TIMEOUT(map)=0;
633 MAP_TIMEOUT(map)=300;
634 MAP_ENTER_X(map)=0;
635 MAP_ENTER_Y(map)=0;
636 /*set part to -1 indicating conversion to weather map not yet done*/
637 MAP_WORLDPARTX(map)=-1;
638 MAP_WORLDPARTY(map)=-1;
639 return map;
640}
641
642/*
643 * Allocates the arrays contained in a mapstruct. 472 * Allocates the arrays contained in a maptile.
644 * This basically allocates the dynamic array of spaces for the 473 * This basically allocates the dynamic array of spaces for the
645 * map. 474 * map.
646 */ 475 */
647 476void
648void allocate_map(mapstruct *m) { 477maptile::alloc ()
649 m->in_memory = MAP_IN_MEMORY; 478{
650 /* Log this condition and free the storage. We could I suppose
651 * realloc, but if the caller is presuming the data will be intact,
652 * that is their poor assumption.
653 */
654 if (m->spaces) { 479 if (spaces)
655 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
656 free(m->spaces);
657 }
658
659 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
660
661 if(m->spaces==NULL)
662 fatal(OUT_OF_MEMORY);
663}
664
665/* Create and returns a map of the specific size. Used
666 * in random map code and the editor.
667 */
668mapstruct *get_empty_map(int sizex, int sizey) {
669 mapstruct *m = get_linked_map();
670 m->width = sizex;
671 m->height = sizey;
672 m->in_memory = MAP_SWAPPED;
673 allocate_map(m);
674 return m; 480 return;
481
482 spaces = salloc0<mapspace> (size ());
675} 483}
484
485//+GPL
676 486
677/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
678 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
679 * at a later date. 489 * at a later date.
680 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
681 */ 491 */
682 492static shopitems *
683static shopitems *parse_shop_string (const char *input_string) { 493parse_shop_string (const char *input_string)
494{
684 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
685 shopitems *items=NULL; 496 shopitems *items = NULL;
686 int i=0, number_of_entries=0; 497 int i = 0, number_of_entries = 0;
687 const typedata *current_type; 498 const typedata *current_type;
688 499
689 shop_string=strdup_local(input_string); 500 shop_string = strdup (input_string);
690 p=shop_string; 501 p = shop_string;
691 /* first we'll count the entries, we'll need that for allocating the array shortly */ 502 /* first we'll count the entries, we'll need that for allocating the array shortly */
692 while (p) { 503 while (p)
504 {
693 p=strchr(p, ';'); 505 p = strchr (p, ';');
694 number_of_entries++; 506 number_of_entries++;
695 if (p) p++; 507 if (p)
508 p++;
696 } 509 }
510
697 p=shop_string; 511 p = shop_string;
698 strip_endline(p); 512 strip_endline (p);
699 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 513 items = new shopitems[number_of_entries + 1];
700 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
701 for (i=0; i<number_of_entries; i++) { 514 for (i = 0; i < number_of_entries; i++)
515 {
702 if (!p) { 516 if (!p)
517 {
703 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
704 break; 519 break;
705 } 520 }
521
706 next_semicolon=strchr(p, ';'); 522 next_semicolon = strchr (p, ';');
707 next_colon=strchr(p, ':'); 523 next_colon = strchr (p, ':');
708 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
709 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
710 items[i].strength=atoi(strchr(p,':')+1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
527
528 if (isdigit (*p) || *p == '*')
711 529 {
712 if (isdigit(*p) || *p=='*') {
713 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 530 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
714 current_type=get_typedata(items[i].typenum); 531 current_type = get_typedata (items[i].typenum);
715 if (current_type) { 532 if (current_type)
533 {
716 items[i].name=current_type->name; 534 items[i].name = current_type->name;
717 items[i].name_pl=current_type->name_pl; 535 items[i].name_pl = current_type->name_pl;
718 }
719 }
720 else { /*we have a named type, let's figure out what it is */
721 q=strpbrk(p,";:");
722 if (q) *q='\0';
723
724 current_type=get_typedata_by_name(p);
725 if (current_type) {
726 items[i].name=current_type->name;
727 items[i].typenum=current_type->number;
728 items[i].name_pl=current_type->name_pl;
729 }
730 else { /* oh uh, something's wrong, let's free up this one, and try
731 * the next entry while we're at it, better print a warning
732 */
733 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
734 p, input_string);
735 } 536 }
736 } 537 }
538 else
539 { /*we have a named type, let's figure out what it is */
540 q = strpbrk (p, ";:");
541 if (q)
542 *q = '\0';
543
544 current_type = get_typedata_by_name (p);
545 if (current_type)
546 {
547 items[i].name = current_type->name;
548 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl;
550 }
551 else
552 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning
554 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 }
557 }
558
737 items[i].index=number_of_entries; 559 items[i].index = number_of_entries;
738 if (next_semicolon) p=++next_semicolon; 560 if (next_semicolon)
561 p = ++next_semicolon;
562 else
739 else p=NULL; 563 p = NULL;
740 } 564 }
565
741 free(shop_string); 566 free (shop_string);
742 return items; 567 return items;
743} 568}
744 569
745/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
746 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
747static void print_shop_string(mapstruct *m, char *output_string) { 572static const char *
748 int i; 573print_shop_string (maptile *m)
749 char tmp[MAX_BUF]; 574{
750 strcpy(output_string, ""); 575 static dynbuf_text buf; buf.clear ();
576
751 for (i=0; i< m->shopitems[0].index; i++) { 577 for (int i = 0; i < m->shopitems[0].index; i++)
578 {
752 if (m->shopitems[i].typenum) { 579 if (m->shopitems[i].typenum)
580 {
753 if (m->shopitems[i].strength) { 581 if (m->shopitems[i].strength)
754 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
755 } 583 else
756 else sprintf(tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
757 } 585 }
758 else { 586 else
587 {
759 if (m->shopitems[i].strength) { 588 if (m->shopitems[i].strength)
760 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
761 } 590 else
762 else sprintf(tmp, "*"); 591 buf.printf ("*");
763 } 592 }
764 strcat(output_string, tmp);
765 } 593 }
594
595 return buf;
766} 596}
597
598//-GPL
767 599
768/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
769 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
770 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
771 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
773 * put all the stuff in the map object so that names actually make 605 * put all the stuff in the map object so that names actually make
774 * sense. 606 * sense.
775 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
776 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
777 * MSW 2001-07-01 609 * MSW 2001-07-01
778 * return 0 on success, 1 on failure.
779 */ 610 */
780 611bool
781static int load_map_header(object_thawer &fp, mapstruct *m) 612maptile::_load_header (object_thawer &thawer)
782{ 613{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 614 for (;;)
784 int msgpos=0; 615 {
785 int maplorepos=0; 616 switch (thawer.kw)
786
787 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
788 buf[HUGE_BUF-1] = 0;
789 key = buf;
790 while (isspace(*key)) key++;
791 if (*key == 0) continue; /* empty line */
792 value = strchr(key, ' ');
793 if (!value) {
794 end = strchr(key, '\n');
795 if (end != NULL) {
796 *end = 0;
797 }
798 } else {
799 *value = 0;
800 value++;
801 end = strchr(value, '\n');
802 while (isspace(*value)) {
803 value++;
804 if (*value == '\0' || value == end) {
805 /* Nothing but spaces. */
806 value = NULL;
807 break;
808 }
809 }
810 } 617 {
811 if (!end) { 618 case KW_msg:
812 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 619 thawer.get_ml (KW_endmsg, msg);
813 buf); 620 break;
621
622 case KW_lore: // CF+ extension
623 thawer.get_ml (KW_endlore, maplore);
624 break;
625
626 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore);
628 break;
629
630 case KW_arch:
631 if (strcmp (thawer.get_str (), "map"))
632 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633 break;
634
635 case KW_oid:
636 thawer.get (this, thawer.get_sint32 ());
637 break;
638
639 case KW_file_format_version: break; // nop
640
641 case KW_name: thawer.get (name); break;
642 case KW_attach: thawer.get (attach); break;
643 case KW_reset_time: thawer.get (reset_time); break;
644 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655
656 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
660
661 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663
664 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 case KW_x: case KW_width: thawer.get (width); break;
668 case KW_y: case KW_height: thawer.get (height); break;
669 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674
675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
814 return 1; 686 return true;
815 }
816
817 687
818 /* key is the field name, value is what it should be set 688 default:
819 * to. We've already done the work to null terminate key, 689 if (!thawer.parse_error ("map", 0))
820 * and strip off any leading spaces for both of these. 690 return false;
821 * We have not touched the newline at the end of the line -
822 * these are needed for some values. the end pointer
823 * points to the first of the newlines.
824 * value could be NULL! It would be easy enough to just point
825 * this to "" to prevent cores, but that would let more errors slide
826 * through.
827 *
828 * First check for entries that do not use the value parameter, then
829 * validate that value is given and check for the remaining entries
830 * that use the parameter.
831 */
832
833 if (!strcmp(key,"msg")) {
834 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
835 if (!strcmp(buf,"endmsg\n")) break;
836 else {
837 /* slightly more efficient than strcat */
838 strcpy(msgbuf+msgpos, buf);
839 msgpos += strlen(buf);
840 }
841 }
842 /* There are lots of maps that have empty messages (eg, msg/endmsg
843 * with nothing between). There is no reason in those cases to
844 * keep the empty message. Also, msgbuf contains garbage data
845 * when msgpos is zero, so copying it results in crashes
846 */
847 if (msgpos != 0)
848 m->msg = strdup_local(msgbuf);
849 }
850 else if (!strcmp(key,"maplore")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmaplore\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(maplorebuf+maplorepos, buf);
856 maplorepos += strlen(buf);
857 }
858 }
859 if (maplorepos != 0)
860 m->maplore = strdup_local(maplorebuf);
861 }
862 else if (!strcmp(key,"end")) {
863 break; 691 break;
864 } 692 }
865 else if (value == NULL) {
866 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
867 }
868 else if (!strcmp(key, "arch")) {
869 /* This is an oddity, but not something we care about much. */
870 if (strcmp(value,"map\n"))
871 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
872 }
873 else if (!strcmp(key,"name")) {
874 *end=0;
875 m->name = strdup_local(value);
876 }
877 /* first strcmp value on these are old names supported
878 * for compatibility reasons. The new values (second) are
879 * what really should be used.
880 */
881 else if (!strcmp(key,"oid")) {
882 fp.get (m, atoi(value));
883 } else if (!strcmp(key, "attach")) {
884 m->attach = value;
885 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
886 m->enter_x = atoi(value);
887 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
888 m->enter_y = atoi(value);
889 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
890 m->width = atoi(value);
891 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
892 m->height = atoi(value);
893 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
894 m->reset_timeout = atoi(value);
895 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
896 m->timeout = atoi(value);
897 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
898 m->difficulty = atoi(value);
899 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
900 m->darkness = atoi(value);
901 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
902 m->fixed_resettime = atoi(value);
903 } else if (!strcmp(key,"unique")) {
904 m->unique = atoi(value);
905 } else if (!strcmp(key,"template")) {
906 m->templatemap = atoi(value);
907 } else if (!strcmp(key,"region")) {
908 m->region = get_region_by_name(value);
909 } else if (!strcmp(key,"shopitems")) {
910 *end=0;
911 m->shopitems = parse_shop_string(value);
912 } else if (!strcmp(key,"shopgreed")) {
913 m->shopgreed = atof(value);
914 } else if (!strcmp(key,"shopmin")) {
915 m->shopmin = atol(value);
916 } else if (!strcmp(key,"shopmax")) {
917 m->shopmax = atol(value);
918 } else if (!strcmp(key,"shoprace")) {
919 *end=0;
920 m->shoprace = strdup_local(value);
921 } else if (!strcmp(key,"outdoor")) {
922 m->outdoor = atoi(value);
923 } else if (!strcmp(key, "temp")) {
924 m->temp = atoi(value);
925 } else if (!strcmp(key, "pressure")) {
926 m->pressure = atoi(value);
927 } else if (!strcmp(key, "humid")) {
928 m->humid = atoi(value);
929 } else if (!strcmp(key, "windspeed")) {
930 m->windspeed = atoi(value);
931 } else if (!strcmp(key, "winddir")) {
932 m->winddir = atoi(value);
933 } else if (!strcmp(key, "sky")) {
934 m->sky = atoi(value);
935 } else if (!strcmp(key, "nosmooth")) {
936 m->nosmooth = atoi(value);
937 }
938 else if (!strncmp(key,"tile_path_", 10)) {
939 int tile=atoi(key+10);
940 693
941 if (tile<1 || tile>4) { 694 thawer.next ();
942 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
943 tile, m->path);
944 } else {
945 char *path;
946
947 *end = 0;
948
949 if (m->tile_path[tile-1]) {
950 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
951 tile, m->path);
952 free(m->tile_path[tile-1]);
953 m->tile_path[tile-1] = NULL;
954 }
955
956 if (check_path(value, 1) != -1) {
957 /* The unadorned path works. */
958 path = value;
959 } else {
960 /* Try again; it could be a relative exit. */
961
962 path = path_combine_and_normalize(m->path, value);
963
964 if (check_path(path, 1) == -1) {
965 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
966 path = NULL;
967 }
968 }
969
970 if (editor) {
971 /* Use the value as in the file. */
972 m->tile_path[tile-1] = strdup_local(value);
973 } else if (path != NULL) {
974 /* Use the normalized value. */
975 m->tile_path[tile-1] = strdup_local(path);
976 }
977 } /* end if tile direction (in)valid */
978 }
979 else {
980 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
981 }
982 }
983 if (!key || strcmp(key,"end")) {
984 LOG(llevError,"Got premature eof on map header!\n");
985 return 1;
986 }
987 return 0;
988}
989
990/*
991 * Opens the file "filename" and reads information about the map
992 * from the given file, and stores it in a newly allocated
993 * mapstruct. A pointer to this structure is returned, or NULL on failure.
994 * flags correspond to those in map.h. Main ones used are
995 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
996 * MAP_BLOCK, in which case we block on this load. This happens in all
997 * cases, no matter if this flag is set or not.
998 * MAP_STYLE: style map - don't add active objects, don't add to server
999 * managed map list.
1000 */
1001
1002mapstruct *load_original_map(const char *filename, int flags) {
1003 mapstruct *m;
1004 char pathname[MAX_BUF];
1005 695 }
1006 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1007 if (flags & MAP_PLAYER_UNIQUE)
1008 strcpy(pathname, filename);
1009 else if (flags & MAP_OVERLAY)
1010 strcpy(pathname, create_overlay_pathname(filename));
1011 else
1012 strcpy(pathname, create_pathname(filename));
1013 696
1014 object_thawer thawer (pathname); 697 abort ();
1015
1016 if (!thawer)
1017 return 0;
1018
1019 m = get_linked_map();
1020
1021 strcpy (m->path, filename);
1022 if (load_map_header(thawer, m)) {
1023 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1024 filename, flags);
1025 delete_map(m);
1026 return NULL;
1027 }
1028
1029 allocate_map(m);
1030
1031 m->in_memory=MAP_LOADING;
1032 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1033
1034 m->in_memory=MAP_IN_MEMORY;
1035 if (!MAP_DIFFICULTY(m))
1036 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1037 set_map_reset_time(m);
1038 m->instantiate ();
1039 return (m);
1040} 698}
1041 699
1042/* 700//+GPL
1043 * Loads a map, which has been loaded earlier, from file.
1044 * Return the map object we load into (this can change from the passed
1045 * option if we can't find the original map)
1046 */
1047
1048static mapstruct *load_temporary_map(mapstruct *m) {
1049 int comp;
1050 char buf[MAX_BUF];
1051
1052 if (!m->tmpname) {
1053 LOG(llevError, "No temporary filename for map %s\n", m->path);
1054 strcpy(buf, m->path);
1055 delete_map(m);
1056 m = load_original_map(buf, 0);
1057 if(m==NULL) return NULL;
1058 fix_auto_apply(m); /* Chests which open as default */
1059 return m;
1060 }
1061
1062 object_thawer thawer (m->tmpname);
1063
1064 if (!thawer)
1065 {
1066 strcpy (buf, m->path);
1067 delete_map (m);
1068 m = load_original_map (buf, 0);
1069 if (!m) return NULL;
1070 fix_auto_apply (m); /* Chests which open as default */
1071 return m;
1072 }
1073
1074 if (load_map_header(thawer, m)) {
1075 LOG(llevError,"Error loading map header for %s (%s)\n",
1076 m->path, m->tmpname);
1077 delete_map(m);
1078 m = load_original_map(m->path, 0);
1079 return NULL;
1080 }
1081 allocate_map(m);
1082
1083 m->in_memory=MAP_LOADING;
1084 load_objects (m, thawer, 0);
1085
1086 m->in_memory=MAP_IN_MEMORY;
1087 INVOKE_MAP (SWAPIN, m);
1088 return m;
1089}
1090
1091/*
1092 * Loads a map, which has been loaded earlier, from file.
1093 * Return the map object we load into (this can change from the passed
1094 * option if we can't find the original map)
1095 */
1096
1097mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1098 char pathname[MAX_BUF];
1099
1100 strcpy(pathname, create_overlay_pathname(filename));
1101
1102 object_thawer thawer (pathname);
1103
1104 if (!thawer)
1105 return m;
1106
1107 if (load_map_header(thawer, m)) {
1108 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1109 m->path, pathname);
1110 delete_map(m);
1111 m = load_original_map(m->path, 0);
1112 return NULL;
1113 }
1114 /*allocate_map(m);*/
1115
1116 m->in_memory=MAP_LOADING;
1117 load_objects (m, thawer, MAP_OVERLAY);
1118
1119 m->in_memory=MAP_IN_MEMORY;
1120 return m;
1121}
1122 701
1123/****************************************************************************** 702/******************************************************************************
1124 * This is the start of unique map handling code 703 * This is the start of unique map handling code
1125 *****************************************************************************/ 704 *****************************************************************************/
1126 705
1127/* This goes through map 'm' and removed any unique items on the map. */ 706/* This goes through the maptile and removed any unique items on the map. */
1128static void delete_unique_items(mapstruct *m) 707void
708maptile::clear_unique_items ()
1129{ 709{
1130 int i,j,unique; 710 for (int i = 0; i < size (); ++i)
1131 object *op, *next; 711 {
1132
1133 for(i=0; i<MAP_WIDTH(m); i++)
1134 for(j=0; j<MAP_HEIGHT(m); j++) {
1135 unique=0; 712 int unique = 0;
1136 for (op=get_map_ob(m, i, j); op; op=next) { 713 for (object *op = spaces [i].bot; op; )
1137 next = op->above; 714 {
715 object *above = op->above;
716
1138 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1139 unique=1; 718 unique = 1;
719
1140 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1141 clean_object(op); 721 op->destroy ();
1142 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 722
1143 remove_button_link(op); 723 op = above;
1144 remove_ob(op);
1145 free_object(op);
1146 }
1147 }
1148 } 724 }
1149}
1150
1151
1152/*
1153 * Loads unique objects from file(s) into the map which is in memory
1154 * m is the map to load unique items into.
1155 */
1156static void load_unique_objects(mapstruct *m) {
1157 int count;
1158 char firstname[MAX_BUF];
1159
1160 for (count=0; count<10; count++) {
1161 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1162 if (!access(firstname, R_OK)) break;
1163 }
1164 /* If we get here, we did not find any map */
1165 if (count==10) return;
1166
1167 object_thawer thawer (firstname);
1168
1169 if (!thawer)
1170 return;
1171
1172 m->in_memory=MAP_LOADING;
1173 if (m->tmpname == NULL) /* if we have loaded unique items from */
1174 delete_unique_items(m); /* original map before, don't duplicate them */
1175 load_object(thawer, NULL, LO_NOREAD,0);
1176 load_objects (m, thawer, 0);
1177
1178 m->in_memory=MAP_IN_MEMORY;
1179}
1180
1181
1182/*
1183 * Saves a map to file. If flag is set, it is saved into the same
1184 * file it was (originally) loaded from. Otherwise a temporary
1185 * filename will be genarated, and the file will be stored there.
1186 * The temporary filename will be stored in the mapstructure.
1187 * If the map is unique, we also save to the filename in the map
1188 * (this should have been updated when first loaded)
1189 */
1190
1191int
1192new_save_map (mapstruct * m, int flag)
1193{
1194 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1195 int i;
1196
1197 if (flag && !*m->path)
1198 { 725 }
1199 LOG (llevError, "Tried to save map without path.\n"); 726}
1200 return -1;
1201 }
1202 727
1203 if (flag || (m->unique) || (m->templatemap)) 728//-GPL
1204 {
1205 if (!m->unique && !m->templatemap)
1206 { /* flag is set */
1207 if (flag == 2)
1208 strcpy (filename, create_overlay_pathname (m->path));
1209 else
1210 strcpy (filename, create_pathname (m->path));
1211 }
1212 else
1213 strcpy (filename, m->path);
1214 729
1215 make_path_to_file (filename); 730bool
1216 } 731maptile::_save_header (object_freezer &freezer)
1217 else 732{
1218 { 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1219 if (!m->tmpname) 734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1220 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1221 735
1222 strcpy (filename, m->tmpname); 736 MAP_OUT2 (arch, "map");
1223 }
1224 737
1225 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 738 if (name) MAP_OUT (name);
1226 m->in_memory = MAP_SAVING; 739 MAP_OUT (swap_time);
740 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout);
742 MAP_OUT (fixed_resettime);
743 MAP_OUT (no_reset);
744 MAP_OUT (no_drop);
745 MAP_OUT (difficulty);
746 if (default_region) MAP_OUT2 (region, default_region->name);
1227 747
748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
749 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin);
751 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace);
753
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783}
784
785bool
786maptile::_save_header (const char *path)
787{
1228 object_freezer freezer; 788 object_freezer freezer;
1229 789
1230 /* legacy */ 790 if (!_save_header (freezer))
1231 fprintf (freezer, "arch map\n"); 791 return false;
1232 if (m->name)
1233 fprintf (freezer, "name %s\n", m->name);
1234 if (!flag)
1235 fprintf (freezer, "swap_time %d\n", m->swap_time);
1236 if (m->reset_timeout)
1237 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1238 if (m->fixed_resettime)
1239 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1240 /* we unfortunately have no idea if this is a value the creator set
1241 * or a difficulty value we generated when the map was first loaded
1242 */
1243 if (m->difficulty)
1244 fprintf (freezer, "difficulty %d\n", m->difficulty);
1245 if (m->region)
1246 fprintf (freezer, "region %s\n", m->region->name);
1247 if (m->shopitems)
1248 {
1249 print_shop_string (m, shop);
1250 fprintf (freezer, "shopitems %s\n", shop);
1251 }
1252 if (m->shopgreed)
1253 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1254#ifndef WIN32
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1259#else
1260 if (m->shopmin)
1261 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1262 if (m->shopmax)
1263 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1264#endif
1265 if (m->shoprace)
1266 fprintf (freezer, "shoprace %s\n", m->shoprace);
1267 if (m->darkness)
1268 fprintf (freezer, "darkness %d\n", m->darkness);
1269 if (m->width)
1270 fprintf (freezer, "width %d\n", m->width);
1271 if (m->height)
1272 fprintf (freezer, "height %d\n", m->height);
1273 if (m->enter_x)
1274 fprintf (freezer, "enter_x %d\n", m->enter_x);
1275 if (m->enter_y)
1276 fprintf (freezer, "enter_y %d\n", m->enter_y);
1277 if (m->msg)
1278 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1279 if (m->maplore)
1280 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1281 if (m->unique)
1282 fprintf (freezer, "unique %d\n", m->unique);
1283 if (m->templatemap)
1284 fprintf (freezer, "template %d\n", m->templatemap);
1285 if (m->outdoor)
1286 fprintf (freezer, "outdoor %d\n", m->outdoor);
1287 if (m->temp)
1288 fprintf (freezer, "temp %d\n", m->temp);
1289 if (m->pressure)
1290 fprintf (freezer, "pressure %d\n", m->pressure);
1291 if (m->humid)
1292 fprintf (freezer, "humid %d\n", m->humid);
1293 if (m->windspeed)
1294 fprintf (freezer, "windspeed %d\n", m->windspeed);
1295 if (m->winddir)
1296 fprintf (freezer, "winddir %d\n", m->winddir);
1297 if (m->sky)
1298 fprintf (freezer, "sky %d\n", m->sky);
1299 if (m->nosmooth)
1300 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1301 792
1302 /* Save any tiling information, except on overlays */ 793 return freezer.save (path);
1303 if (flag != 2)
1304 for (i = 0; i < 4; i++)
1305 if (m->tile_path[i])
1306 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1307
1308 freezer.put (m);
1309 fprintf (freezer, "end\n");
1310
1311 /* In the game save unique items in the different file, but
1312 * in the editor save them to the normal map file.
1313 * If unique map, save files in the proper destination (set by
1314 * player)
1315 */
1316 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1317 {
1318 object_freezer unique;
1319
1320 if (flag == 2)
1321 save_objects (m, freezer, unique, 2);
1322 else
1323 save_objects (m, freezer, unique, 0);
1324
1325 sprintf (buf, "%s.v00", create_items_path (m->path));
1326
1327 unique.save (buf);
1328 }
1329 else
1330 { /* save same file when not playing, like in editor */
1331 save_objects (m, freezer, freezer, 0);
1332 }
1333
1334 freezer.save (filename);
1335
1336 return 0;
1337} 794}
1338 795
1339 796//+GPL
1340/*
1341 * Remove and free all objects in the inventory of the given object.
1342 * object.c ?
1343 */
1344
1345void clean_object(object *op)
1346{
1347 object *tmp, *next;
1348
1349 for(tmp = op->inv; tmp; tmp = next)
1350 {
1351 next = tmp->below;
1352 clean_object(tmp);
1353 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1354 remove_button_link(tmp);
1355 remove_ob(tmp);
1356 free_object(tmp);
1357 }
1358}
1359 797
1360/* 798/*
1361 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
1362 */ 800 */
801void
802maptile::clear ()
803{
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
1363 812
1364void free_all_objects(mapstruct *m) { 813 op->flag [FLAG_REMOVED] = true;
1365 int i,j;
1366 object *op;
1367 814
1368 for(i=0;i<MAP_WIDTH(m);i++) 815 object *head = op->head_ ();
1369 for(j=0;j<MAP_HEIGHT(m);j++) { 816 if (op == head)
1370 object *previous_obj=NULL; 817 op->destroy ();
1371 while((op=GET_MAP_OB(m,i,j))!=NULL) { 818 else if (head->map != op->map)
1372 if (op==previous_obj) { 819 {
1373 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1374 break; 821 head->destroy ();
1375 } 822 }
1376 previous_obj=op;
1377 if(op->head!=NULL)
1378 op = op->head;
1379
1380 /* If the map isn't in memory, free_object will remove and
1381 * free objects in op's inventory. So let it do the job.
1382 */
1383 if (m->in_memory==MAP_IN_MEMORY)
1384 clean_object(op);
1385 remove_ob(op);
1386 free_object(op);
1387 } 823 }
1388 }
1389}
1390 824
1391/* 825 sfree0 (spaces, size ());
1392 * Frees everything allocated by the given mapstructure.
1393 * don't free tmpname - our caller is left to do that
1394 */
1395
1396void free_map(mapstruct *m,int flag) {
1397 int i;
1398
1399 if (!m->in_memory) {
1400 LOG(llevError,"Trying to free freed map.\n");
1401 return;
1402 } 826 }
1403 if (flag && m->spaces) free_all_objects(m); 827
1404 if (m->name) FREE_AND_CLEAR(m->name);
1405 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1406 if (m->msg) FREE_AND_CLEAR(m->msg);
1407 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1408 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1409 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1410 if (m->buttons) 828 if (buttons)
1411 free_objectlinkpt(m->buttons); 829 free_objectlinkpt (buttons), buttons = 0;
1412 m->buttons = NULL; 830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833}
834
835void
836maptile::clear_header ()
837{
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
1413 for (i=0; i<4; i++) { 844 for (int i = 0; i < 4; i++)
1414 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 845 tile_path [i] = 0;
1415 m->tile_map[i] = NULL;
1416 }
1417 m->in_memory = MAP_SWAPPED;
1418} 846}
1419 847
1420/* 848maptile::~maptile ()
1421 * function: vanish mapstruct 849{
1422 * m : pointer to mapstruct, if NULL no action 850 assert (destroyed ());
1423 * this deletes all the data on the map (freeing pointers) 851}
1424 * and then removes this map from the global linked list of maps.
1425 */
1426 852
1427void delete_map(mapstruct *m) { 853void
1428 mapstruct *tmp, *last; 854maptile::clear_links_to (maptile *m)
1429 int i; 855{
1430
1431 if (!m)
1432 return;
1433
1434 m->clear ();
1435
1436 if (m->in_memory == MAP_IN_MEMORY) {
1437 /* change to MAP_SAVING, even though we are not,
1438 * so that remove_ob doesn't do as much work.
1439 */
1440 m->in_memory = MAP_SAVING;
1441 free_map (m, 1);
1442 }
1443 /* move this out of free_map, since tmpname can still be needed if
1444 * the map is swapped out.
1445 */
1446 if (m->tmpname) {
1447 free(m->tmpname);
1448 m->tmpname=NULL;
1449 }
1450 last = NULL;
1451 /* We need to look through all the maps and see if any maps 856 /* We need to look through all the maps and see if any maps
1452 * are pointing at this one for tiling information. Since 857 * are pointing at this one for tiling information. Since
1453 * tiling can be assymetric, we just can not look to see which 858 * tiling can be asymetric, we just can not look to see which
1454 * maps this map tiles with and clears those. 859 * maps this map tiles with and clears those.
1455 */ 860 */
1456 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1457 if (tmp->next == m) last = tmp;
1458
1459 /* This should hopefully get unrolled on a decent compiler */
1460 for (i=0; i<4; i++) 861 for (int i = 0; i < 4; i++)
1461 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 862 if (tile_map[i] == m)
1462 } 863 tile_map[i] = 0;
864}
1463 865
1464 /* If last is null, then this should be the first map in the list */ 866void
1465 if (!last) { 867maptile::do_destroy ()
1466 if (m == first_map) 868{
1467 first_map = m->next; 869 attachable::do_destroy ();
870
871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
1468 else 917 else
1469 /* m->path is a static char, so should hopefully still have
1470 * some useful data in it.
1471 */ 918 {
1472 LOG(llevError,"delete_map: Unable to find map %s in list\n", 919 int mat = op->materials;
1473 m->path);
1474 }
1475 else
1476 last->next = m->next;
1477 920
1478 delete m; 921 if (mat & M_PAPER
1479} 922 || mat & M_LEATHER
1480 923 || mat & M_WOOD
1481 924 || mat & M_ORGANIC
1482 925 || mat & M_CLOTH
1483/* 926 || mat & M_LIQUID
1484 * Makes sure the given map is loaded and swapped in. 927 || (mat & M_IRON && rndm (1, 5) == 1)
1485 * name is path name of the map. 928 || (mat & M_GLASS && rndm (1, 2) == 1)
1486 * flags meaning: 929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1487 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1488 * and don't do unique items or the like. 931 || (mat & M_ICE && temp > 32))
1489 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 932 destroy = 1;
1490 * dont do any more name translation on it.
1491 *
1492 * Returns a pointer to the given map.
1493 */
1494
1495mapstruct *ready_map_name(const char *name, int flags) {
1496 mapstruct *m;
1497
1498 if (!name)
1499 return (NULL);
1500
1501 /* Have we been at this level before? */
1502 m = has_been_loaded (name);
1503
1504 /* Map is good to go, so just return it */
1505 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1506 return m;
1507 }
1508
1509 /* unique maps always get loaded from their original location, and never
1510 * a temp location. Likewise, if map_flush is set, or we have never loaded
1511 * this map, load it now. I removed the reset checking from here -
1512 * it seems the probability of a player trying to enter a map that should
1513 * reset but hasn't yet is quite low, and removing that makes this function
1514 * a bit cleaner (and players probably shouldn't rely on exact timing for
1515 * resets in any case - if they really care, they should use the 'maps command.
1516 */
1517 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1518
1519 /* first visit or time to reset */
1520 if (m) {
1521 clean_tmp_map(m); /* Doesn't make much difference */
1522 delete_map(m);
1523 } 933 }
1524 934
1525 /* create and load a map */ 935 /* adjust overall chance below */
1526 if (flags & MAP_PLAYER_UNIQUE) 936 if (destroy && rndm (0, 1))
1527 LOG(llevDebug, "Trying to load map %s.\n", name); 937 op->destroy ();
1528 else
1529 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1530
1531 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1532 return (NULL);
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1540 load_unique_objects(m);
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 } 938 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583} 939}
1584
1585 940
1586/* 941/*
1587 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1588 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1589 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1590 * 945 *
1591 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1592 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1593 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1594 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1595 */ 950 */
1596 951int
1597int calculate_difficulty(mapstruct *m) { 952maptile::estimate_difficulty () const
1598 object *op; 953{
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0; 954 long monster_cnt = 0;
1602 double avgexp = 0; 955 double avgexp = 0;
1603 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1604 957
1605 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1606 { 959 for (object *op = ms->bot; op; op = op->above)
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 { 960 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER)) 961 if (QUERY_FLAG (op, FLAG_MONSTER))
1616 { 962 {
1617 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1618 monster_cnt++; 964 monster_cnt++;
1619 } 965 }
1620 966
1621 if(QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1622 { 968 {
1623 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1624 at = type_to_archetype(GENERATE_TYPE (op));
1625 970
1626 if(at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1627 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1628
1629 monster_cnt++; 974 monster_cnt++;
1630 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1631 } 982 }
983 }
1632 984
1633 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1634 986
1635 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1636 {
1637 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i; 989 return i;
1641 }
1642 }
1643 990
1644 return 1; 991 return 1;
1645}
1646
1647void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652}
1653
1654void free_all_maps(void)
1655{
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667} 992}
1668 993
1669/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1672 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1673 * to maps than los. 998 * to maps than los.
1674 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1675 */ 1000 */
1676 1001int
1677int change_map_light(mapstruct *m, int change) { 1002maptile::change_map_light (int change)
1678 int new_level = m->darkness + change; 1003{
1679
1680 /* Nothing to do */ 1004 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) || 1005 if (!change)
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0; 1006 return 0;
1684 }
1685 1007
1686 /* inform all players on the map */ 1008 /* inform all players on the map */
1687 if (change>0) 1009 if (change > 0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1689 else 1011 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1691 1013
1692 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1693 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change
1695 * is not +/-1
1696 */
1697 if (new_level < 0) m->darkness = 0;
1698 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1699 else m->darkness=new_level;
1700 1015
1701 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m); 1017 update_all_map_los (this);
1018
1703 return 1; 1019 return 1;
1704} 1020}
1705
1706 1021
1707/* 1022/*
1708 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1711 * through, etc) 1026 * through, etc)
1712 */ 1027 */
1713void update_position (mapstruct *m, int x, int y) { 1028void
1714 object *tmp, *last = NULL; 1029mapspace::update_ ()
1715 uint8 flags = 0, oldflags, light=0, anywhere=0; 1030{
1716 New_Face *top,*floor, *middle; 1031 object *last = 0;
1717 object *top_obj, *floor_obj, *middle_obj; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1718 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1719 1035
1720 oldflags = GET_MAP_FLAGS(m,x,y); 1036 //object *middle = 0;
1721 if (!(oldflags & P_NEED_UPDATE)) { 1037 //object *top = 0;
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1038 //object *floor = 0;
1723 m->path, x, y); 1039 // this seems to generate better code than using locals, above
1724 return; 1040 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0;
1043
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1725 } 1045 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius;
1726 1048
1727 middle=blank_face;
1728 top=blank_face;
1729 floor=blank_face;
1730
1731 middle_obj = NULL;
1732 top_obj = NULL;
1733 floor_obj = NULL;
1734
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1736
1737 /* This could be made additive I guess (two lights better than
1738 * one). But if so, it shouldn't be a simple additive - 2
1739 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?)
1741 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius;
1743
1744 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this. 1053 * functions the move_player calls eventualy call this.
1749 * 1054 *
1750 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1751 */ 1056 */
1752 if (!tmp->invisible) { 1057 if (!tmp->invisible)
1058 {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1754 top = tmp->face;
1755 top_obj = tmp; 1060 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1062 {
1063 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them.
1065 */
1066 middle = 0;
1067 top = 0;
1068 floor = tmp;
1756 } 1069 }
1070 /* Flag anywhere have high priority */
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1758 /* If we got a floor, that means middle and top were below it,
1759 * so should not be visible, so we clear them.
1760 */ 1072 {
1761 middle=blank_face; 1073 middle = tmp;
1762 top=blank_face; 1074 anywhere = 1;
1763 floor = tmp->face;
1764 floor_obj = tmp;
1765 } 1075 }
1766 /* Flag anywhere have high priority */ 1076
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1077 /* Find the highest visible face around. If equal
1078 * visibilities, we still want the one nearer to the
1079 * top
1080 */
1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1768 middle = tmp->face; 1082 middle = tmp;
1083 }
1769 1084
1085 if (tmp == tmp->above)
1086 {
1087 LOG (llevError, "Error in structure of map\n");
1088 exit (-1);
1089 }
1090
1091 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow;
1096
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1099 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1103 }
1104
1105 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on;
1109 this->move_off = move_off;
1110 this->move_slow = move_slow;
1111
1112 /* At this point, we have a floor face (if there is a floor),
1113 * and the floor is set - we are not going to touch it at
1114 * this point.
1115 * middle contains the highest visibility face.
1116 * top contains a player/monster face, if there is one.
1117 *
1118 * We now need to fill in top.face and/or middle.face.
1119 */
1120
1121 /* If the top face also happens to be high visibility, re-do our
1122 * middle face. This should not happen, as we already have the
1123 * else statement above so middle should not get set. OTOH, it
1124 * may be possible for the faces to match but be different objects.
1125 */
1126 if (top == middle)
1127 middle = 0;
1128
1129 /* There are three posibilities at this point:
1130 * 1) top face is set, need middle to be set.
1131 * 2) middle is set, need to set top.
1132 * 3) neither middle or top is set - need to set both.
1133 */
1134
1135 for (object *tmp = last; tmp; tmp = tmp->below)
1136 {
1137 /* Once we get to a floor, stop, since we already have a floor object */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1139 break;
1140
1141 /* If two top faces are already set, quit processing */
1142 if (top && middle)
1143 break;
1144
1145 /* Only show visible faces */
1146 if (!tmp->invisible)
1147 {
1148 /* Fill in top if needed */
1149 if (!top)
1150 {
1151 top = tmp;
1152 if (top == middle)
1770 middle_obj = tmp; 1153 middle = 0;
1771 anywhere =1;
1772 } 1154 }
1773 /* Find the highest visible face around. If equal 1155 else
1774 * visibilities, we still want the one nearer to the
1775 * top
1776 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1778 middle = tmp->face;
1779 middle_obj = tmp;
1780 } 1156 {
1781 }
1782 if (tmp==tmp->above) {
1783 LOG(llevError, "Error in structure of map\n");
1784 exit (-1);
1785 }
1786
1787 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow;
1792
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1803 flags |= P_BLOCKSVIEW;
1804 } /* for stack of objects */
1805
1806 /* we don't want to rely on this function to have accurate flags, but
1807 * since we're already doing the work, we calculate them here.
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821
1822 /* At this point, we have a floor face (if there is a floor),
1823 * and the floor is set - we are not going to touch it at
1824 * this point.
1825 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one.
1827 *
1828 * We now need to fill in top.face and/or middle.face.
1829 */
1830
1831 /* If the top face also happens to be high visibility, re-do our
1832 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it
1834 * may be possible for the faces to match but be different objects.
1835 */
1836 if (top == middle) middle=blank_face;
1837
1838 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both.
1842 */
1843
1844 for (tmp=last; tmp; tmp=tmp->below) {
1845 /* Once we get to a floor, stop, since we already have a floor object */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1847
1848 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break;
1850
1851 /* Only show visible faces, unless its the editor - show all */
1852 if (!tmp->invisible || editor) {
1853 /* Fill in top if needed */
1854 if (top == blank_face) {
1855 top = tmp->face;
1856 top_obj = tmp;
1857 if (top == middle) middle=blank_face;
1858 } else {
1859 /* top is already set - we should only get here if 1157 /* top is already set - we should only get here if
1860 * middle is not set 1158 * middle is not set
1861 * 1159 *
1862 * Set the middle face and break out, since there is nothing 1160 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since 1161 * more to fill in. We don't check visiblity here, since
1864 * 1162 *
1865 */ 1163 */
1866 if (tmp->face != top ) { 1164 if (tmp != top)
1867 middle = tmp->face; 1165 {
1868 middle_obj = tmp; 1166 middle = tmp;
1869 break; 1167 break;
1870 } 1168 }
1871 } 1169 }
1872 } 1170 }
1873 } 1171 }
1874 if (middle == floor) middle = blank_face;
1875 if (top == middle) middle = blank_face;
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face)
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892}
1893 1172
1173 if (middle == floor)
1174 middle = 0;
1894 1175
1895void set_map_reset_time(mapstruct *map) { 1176 if (top == middle)
1896 int timeout; 1177 middle = 0;
1897 1178
1898 timeout = MAP_RESET_TIMEOUT(map); 1179#if 0
1899 if (timeout <= 0) 1180 faces_obj [0] = top;
1900 timeout = MAP_DEFAULTRESET; 1181 faces_obj [1] = middle;
1901 if (timeout >= MAP_MAXRESET) 1182 faces_obj [2] = floor;
1902 timeout = MAP_MAXRESET; 1183#endif
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904} 1184}
1905 1185
1906/* this updates the orig_map->tile_map[tile_num] value after loading 1186uint64
1907 * the map. It also takes care of linking back the freshly loaded 1187mapspace::volume () const
1908 * maps tile_map values if it tiles back to this one. It returns
1909 * the value of orig_map->tile_map[tile_num]. It really only does this
1910 * so that it is easier for calling functions to verify success.
1911 */
1912
1913static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1914{ 1188{
1915 int dest_tile = (tile_num +2) % 4; 1189 uint64 vol = 0;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917 1190
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1192 vol += op->volume ();
1919 1193
1920 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1194 return vol;
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1195}
1922 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1923 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1924 1196
1925 return orig_map->tile_map[tile_num]; 1197maptile *
1198maptile::tile_available (int dir, bool load)
1199{
1200 if (tile_path[dir])
1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1204
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1208
1209 return 0;
1926} 1210}
1927 1211
1928/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it 1215 * This is the function should always be used when it
1932 * necessary to check for valid coordinates. 1216 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the 1217 * This function will recursively call itself for the
1934 * tiled maps. 1218 * tiled maps.
1935 * 1219 */
1936 * 1220int
1937 */
1938int out_of_map(mapstruct *m, int x, int y) 1221out_of_map (maptile *m, int x, int y)
1939{ 1222{
1940
1941 /* If we get passed a null map, this is obviously the 1223 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the 1224 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen. 1225 * map loads fail below, it could happen.
1944 */ 1226 */
1945 if (!m) return 0; 1227 if (!m)
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 return 0; 1228 return 0;
1229
1230 if (x < 0)
1231 {
1232 if (!m->tile_available (3))
1233 return 1;
1234
1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1236 }
1237
1238 if (x >= m->width)
1239 {
1240 if (!m->tile_available (1))
1241 return 1;
1242
1243 return out_of_map (m->tile_map[1], x - m->width, y);
1244 }
1245
1246 if (y < 0)
1247 {
1248 if (!m->tile_available (0))
1249 return 1;
1250
1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1252 }
1253
1254 if (y >= m->height)
1255 {
1256 if (!m->tile_available (2))
1257 return 1;
1258
1259 return out_of_map (m->tile_map[2], x, y - m->height);
1260 }
1261
1262 /* Simple case - coordinates are within this local
1263 * map.
1264 */
1265 return 0;
1980} 1266}
1981 1267
1982/* This is basically the same as out_of_map above, but 1268/* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates 1269 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns 1270 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and 1271 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates. 1272 * updates x and y to be the localised coordinates.
1987 * Using this is more efficient of calling out_of_map 1273 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is 1274 * and then figuring out what the real map is
1989 */ 1275 */
1990mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1276maptile *
1277maptile::xy_find (sint16 &x, sint16 &y)
1991{ 1278{
1992 1279 if (x < 0)
1993 if (*x<0) {
1994 if (!m->tile_path[3]) return NULL;
1995 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996 load_and_link_tiled_map(m, 3);
1997
1998 *x += MAP_WIDTH(m->tile_map[3]);
1999 return (get_map_from_coord(m->tile_map[3], x, y));
2000 } 1280 {
2001 if (*x>=MAP_WIDTH(m)) { 1281 if (!tile_available (3))
2002 if (!m->tile_path[1]) return NULL; 1282 return 0;
2003 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 1);
2005 1283
2006 *x -= MAP_WIDTH(m); 1284 x += tile_map[3]->width;
2007 return (get_map_from_coord(m->tile_map[1], x, y)); 1285 return tile_map[3]->xy_find (x, y);
1286 }
1287
1288 if (x >= width)
2008 } 1289 {
2009 if (*y<0) { 1290 if (!tile_available (1))
2010 if (!m->tile_path[0]) return NULL; 1291 return 0;
2011 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 0);
2013 1292
2014 *y += MAP_HEIGHT(m->tile_map[0]); 1293 x -= width;
2015 return (get_map_from_coord(m->tile_map[0], x, y)); 1294 return tile_map[1]->xy_find (x, y);
1295 }
1296
1297 if (y < 0)
2016 } 1298 {
2017 if (*y>=MAP_HEIGHT(m)) { 1299 if (!tile_available (0))
2018 if (!m->tile_path[2]) return NULL; 1300 return 0;
2019 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 2);
2021 1301
2022 *y -= MAP_HEIGHT(m); 1302 y += tile_map[0]->height;
2023 return (get_map_from_coord(m->tile_map[2], x, y)); 1303 return tile_map[0]->xy_find (x, y);
1304 }
1305
1306 if (y >= height)
2024 } 1307 {
1308 if (!tile_available (2))
1309 return 0;
2025 1310
1311 y -= height;
1312 return tile_map[2]->xy_find (x, y);
1313 }
1314
2026 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
2027 * map. 1316 * map.
2028 */ 1317 */
2029 1318 return this;
2030 return m;
2031} 1319}
2032 1320
2033/** 1321/**
2034 * Return whether map2 is adjacent to map1. If so, store the distance from 1322 * Return whether map2 is adjacent to map1. If so, store the distance from
2035 * map1 to map2 in dx/dy. 1323 * map1 to map2 in dx/dy.
2036 */ 1324 */
1325int
2037static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1327{
2038 if (!map1 || !map2) 1328 if (!map1 || !map2)
2039 return 0; 1329 return 0;
2040 1330
1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 //fix: compare paths instead (this is likely faster, too!)
2041 if (map1 == map2) { 1333 if (map1 == map2)
1334 {
2042 *dx = 0; 1335 *dx = 0;
2043 *dy = 0; 1336 *dy = 0;
2044 1337 }
2045 } else if (map1->tile_map[0] == map2) { /* up */ 1338 else if (map1->tile_map[0] == map2)
1339 { /* up */
2046 *dx = 0; 1340 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2); 1341 *dy = -map2->height;
1342 }
2048 } else if (map1->tile_map[1] == map2) { /* right */ 1343 else if (map1->tile_map[1] == map2)
2049 *dx = MAP_WIDTH(map1); 1344 { /* right */
1345 *dx = map1->width;
2050 *dy = 0; 1346 *dy = 0;
1347 }
2051 } else if (map1->tile_map[2] == map2) { /* down */ 1348 else if (map1->tile_map[2] == map2)
1349 { /* down */
2052 *dx = 0; 1350 *dx = 0;
2053 *dy = MAP_HEIGHT(map1); 1351 *dy = map1->height;
1352 }
2054 } else if (map1->tile_map[3] == map2) { /* left */ 1353 else if (map1->tile_map[3] == map2)
2055 *dx = -MAP_WIDTH(map2); 1354 { /* left */
1355 *dx = -map2->width;
2056 *dy = 0; 1356 *dy = 0;
2057 1357 }
2058 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1358 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1359 { /* up right */
2059 *dx = MAP_WIDTH(map1->tile_map[0]); 1360 *dx = map1->tile_map[0]->width;
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1361 *dy = -map1->tile_map[0]->height;
1362 }
2061 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1363 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2062 *dx = -MAP_WIDTH(map2); 1364 { /* up left */
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1365 *dx = -map2->width;
1366 *dy = -map1->tile_map[0]->height;
1367 }
2064 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1368 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2065 *dx = MAP_WIDTH(map1); 1369 { /* right up */
2066 *dy = -MAP_HEIGHT(map2); 1370 *dx = map1->width;
1371 *dy = -map2->height;
1372 }
2067 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1373 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2068 *dx = MAP_WIDTH(map1); 1374 { /* right down */
2069 *dy = MAP_HEIGHT(map1->tile_map[1]); 1375 *dx = map1->width;
1376 *dy = map1->tile_map[1]->height;
1377 }
2070 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1378 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1379 { /* down right */
2071 *dx = MAP_WIDTH(map1->tile_map[2]); 1380 *dx = map1->tile_map[2]->width;
2072 *dy = MAP_HEIGHT(map1); 1381 *dy = map1->height;
1382 }
2073 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1383 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2074 *dx = -MAP_WIDTH(map2); 1384 { /* down left */
2075 *dy = MAP_HEIGHT(map1); 1385 *dx = -map2->width;
1386 *dy = map1->height;
1387 }
2076 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1388 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1389 { /* left up */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]); 1390 *dx = -map1->tile_map[3]->width;
2078 *dy = -MAP_HEIGHT(map2); 1391 *dy = -map2->height;
1392 }
2079 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1393 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1394 { /* left down */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]); 1395 *dx = -map1->tile_map[3]->width;
2081 *dy = MAP_HEIGHT(map1->tile_map[3]); 1396 *dy = map1->tile_map[3]->height;
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 } 1397 }
2086 1398 else
2087 return 1; 1399 return 0;
1400
1401 return 1;
1402}
1403
1404maptile *
1405maptile::xy_load (sint16 &x, sint16 &y)
1406{
1407 maptile *map = xy_find (x, y);
1408
1409 if (map)
1410 map->load_sync ();
1411
1412 return map;
1413}
1414
1415maptile *
1416get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1417{
1418 return m->xy_load (*x, *y);
2088} 1419}
2089 1420
2090/* From map.c 1421/* From map.c
2091 * This is used by get_player to determine where the other 1422 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling, 1423 * creature is. get_rangevector takes into account map tiling,
2093 * so you just can not look the the map coordinates and get the 1424 * so you just can not look the the map coordinates and get the
2094 * righte value. distance_x/y are distance away, which 1425 * righte value. distance_x/y are distance away, which
2095 * can be negativbe. direction is the crossfire direction scheme 1426 * can be negative. direction is the crossfire direction scheme
2096 * that the creature should head. part is the part of the 1427 * that the creature should head. part is the part of the
2097 * monster that is closest. 1428 * monster that is closest.
2098 * 1429 *
2099 * get_rangevector looks at op1 and op2, and fills in the 1430 * get_rangevector looks at op1 and op2, and fills in the
2100 * structure for op1 to get to op2. 1431 * structure for op1 to get to op2.
2105 * be unexpected 1436 * be unexpected
2106 * 1437 *
2107 * currently, the only flag supported (0x1) is don't translate for 1438 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1' 1439 * closest body part of 'op1'
2109 */ 1440 */
2110 1441void
2111void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1443{
2112 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1445 {
2113 /* be conservative and fill in _some_ data */ 1446 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000; 1447 retval->distance = 10000;
2115 retval->distance_x = 32767; 1448 retval->distance_x = 10000;
2116 retval->distance_y = 32767; 1449 retval->distance_y = 10000;
2117 retval->direction = 0; 1450 retval->direction = 0;
2118 retval->part = 0; 1451 retval->part = 0;
2119 } else { 1452 }
1453 else
1454 {
2120 object *best; 1455 object *best;
2121 1456
2122 retval->distance_x += op2->x-op1->x; 1457 retval->distance_x += op2->x - op1->x;
2123 retval->distance_y += op2->y-op1->y; 1458 retval->distance_y += op2->y - op1->y;
2124 1459
2125 best = op1; 1460 best = op1;
2126 /* If this is multipart, find the closest part now */ 1461 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) { 1462 if (!(flags & 0x1) && op1->more)
2128 object *tmp; 1463 {
2129 int best_distance = retval->distance_x*retval->distance_x+ 1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2130 retval->distance_y*retval->distance_y, tmpi;
2131 1465
2132 /* we just take the offset of the piece to head to figure 1466 /* we just take the offset of the piece to head to figure
2133 * distance instead of doing all that work above again 1467 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the 1468 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic 1469 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works. 1470 * below works.
2137 */ 1471 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1472 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1473 {
2139 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1474 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2140 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1475 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2141 if (tmpi < best_distance) { 1476 if (tmpi < best_distance)
1477 {
2142 best_distance = tmpi; 1478 best_distance = tmpi;
2143 best = tmp; 1479 best = tmp;
2144 } 1480 }
2145 } 1481 }
1482
2146 if (best != op1) { 1483 if (best != op1)
1484 {
2147 retval->distance_x += op1->x-best->x; 1485 retval->distance_x += op1->x - best->x;
2148 retval->distance_y += op1->y-best->y; 1486 retval->distance_y += op1->y - best->y;
2149 } 1487 }
2150 } 1488 }
1489
2151 retval->part = best; 1490 retval->part = best;
2152 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1491 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2154 } 1493 }
2155} 1494}
2156 1495
2157/* this is basically the same as get_rangevector above, but instead of 1496/* this is basically the same as get_rangevector above, but instead of
2158 * the first parameter being an object, it instead is the map 1497 * the first parameter being an object, it instead is the map
2162 * flags has no meaning for this function at this time - I kept it in to 1501 * flags has no meaning for this function at this time - I kept it in to
2163 * be more consistant with the above function and also in case they are needed 1502 * be more consistant with the above function and also in case they are needed
2164 * for something in the future. Also, since no object is pasted, the best 1503 * for something in the future. Also, since no object is pasted, the best
2165 * field of the rv_vector is set to NULL. 1504 * field of the rv_vector is set to NULL.
2166 */ 1505 */
2167 1506void
2168void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1507get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1508{
2169 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1509 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1510 {
2170 /* be conservative and fill in _some_ data */ 1511 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000; 1512 retval->distance = 100000;
2172 retval->distance_x = 32767; 1513 retval->distance_x = 32767;
2173 retval->distance_y = 32767; 1514 retval->distance_y = 32767;
2174 retval->direction = 0; 1515 retval->direction = 0;
2175 retval->part = 0; 1516 retval->part = 0;
2176 } else { 1517 }
1518 else
1519 {
2177 retval->distance_x += op2->x-x; 1520 retval->distance_x += op2->x - x;
2178 retval->distance_y += op2->y-y; 1521 retval->distance_y += op2->y - y;
2179 1522
2180 retval->part = NULL; 1523 retval->part = 0;
2181 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2183 } 1526 }
2184} 1527}
2185 1528
2186/* Returns true of op1 and op2 are effectively on the same map 1529/* Returns true of op1 and op2 are effectively on the same map
2187 * (as related to map tiling). Note that this looks for a path from 1530 * (as related to map tiling). Note that this looks for a path from
2188 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1531 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2189 * to op1, this will still return false. 1532 * to op1, this will still return false.
2190 * Note we only look one map out to keep the processing simple 1533 * Note we only look one map out to keep the processing simple
2191 * and efficient. This could probably be a macro. 1534 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05 1535 * MSW 2001-08-05
2193 */ 1536 */
1537int
2194int on_same_map(const object *op1, const object *op2) { 1538on_same_map (const object *op1, const object *op2)
1539{
2195 int dx, dy; 1540 int dx, dy;
2196 1541
2197 return adjacent_map(op1->map, op2->map, &dx, &dy); 1542 return adjacent_map (op1->map, op2->map, &dx, &dy);
2198} 1543}
1544
1545//-GPL
1546
1547object *
1548maptile::insert (object *op, int x, int y, object *originator, int flags)
1549{
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551}
1552
1553region *
1554maptile::region (int x, int y) const
1555{
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566}
1567
1568//+GPL
1569
1570/* picks a random object from a style map.
1571 */
1572object *
1573maptile::pick_random_object (rand_gen &gen) const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (gen (width), gen (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ())
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug");
1592}
1593
1594//-GPL
1595
1596void
1597maptile::play_sound (faceidx sound, int x, int y) const
1598{
1599 if (!sound)
1600 return;
1601
1602 for_all_players_on_map (pl, this)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->play_sound (sound, dx, dy);
1612 }
1613}
1614
1615void
1616maptile::say_msg (const char *msg, int x, int y) const
1617{
1618 for_all_players (pl)
1619 if (client *ns = pl->ns)
1620 {
1621 int dx = x - pl->ob->x;
1622 int dy = y - pl->ob->y;
1623
1624 int distance = idistance (dx, dy);
1625
1626 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 }
1629}
1630
1631static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{
1634 // clip to map to the left
1635 if (x0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1638 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1639
1640 if (x1 < 0) // entirely to the left
1641 return;
1642
1643 x0 = 0;
1644 }
1645
1646 // clip to map to the right
1647 if (x1 > m->width)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1650 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1651
1652 if (x0 > m->width) // entirely to the right
1653 return;
1654
1655 x1 = m->width;
1656 }
1657
1658 // clip to map above
1659 if (y0 < 0)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_UP, 1))
1662 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1663
1664 if (y1 < 0) // entirely above
1665 return;
1666
1667 y0 = 0;
1668 }
1669
1670 // clip to map below
1671 if (y1 > m->height)
1672 {
1673 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1674 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1675
1676 if (y0 > m->height) // entirely below
1677 return;
1678
1679 y1 = m->height;
1680 }
1681
1682 // if we get here, the rect is within the current map
1683 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1684
1685 r->m = m;
1686 r->x0 = x0;
1687 r->y0 = y0;
1688 r->x1 = x1;
1689 r->y1 = y1;
1690 r->dx = dx;
1691 r->dy = dy;
1692}
1693
1694maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1696{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear ();
1699
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701
1702 // add end marker
1703 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1704 r->m = 0;
1705
1706 return (maprect *)buf.linearise ();
1707}
1708

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