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Comparing deliantra/server/common/map.C (file contents):
Revision 1.15 by root, Wed Aug 30 08:28:32 2006 UTC vs.
Revision 1.176 by root, Tue Nov 10 05:11:05 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 1.15 2006/08/30 08:28:32 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 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1);
188 if (!S_ISREG (statbuf.st_mode))
189 return (-1);
190
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4;
195
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2;
200
201 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241}
242 34
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
246 * 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
248 * 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
249 * 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
250 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
252 */ 44 */
45int
253int 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)
254{ 47{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 48 sint16 newx = x;
261 newy = y; 49 sint16 newy = y;
50
262 mp = get_map_from_coord(oldmap, &newx, &newy); 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 52
264 retval |= P_NEW_MAP; 53 if (!mp)
54 return P_OUT_OF_MAP;
55
265 if (newmap) *newmap = mp; 56 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 57 if (nx) *nx = newx;
267 if (ny) *ny = newy; 58 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 59
270 if (retval & P_SAFE) 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 61}
275
276 62
277/* 63/*
278 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 70 * monster.
285 * 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.
286 * the coordinates & map passed in should have been updated for tiling 72 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 73 * by the caller.
288 */ 74 */
289 75int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 76blocked_link (object *ob, maptile *m, int sx, int sy)
291 object *tmp; 77{
292 int mflags, blocked;
293
294 /* 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
295 * have already checked this. 79 * have already checked this.
296 */ 80 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
298 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");
299 return 1; 84 return 1;
300 } 85 }
301 86
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
303 * directly.
304 */
305 mflags = m->spaces[sx + m->width * sy].flags;
306 88
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
308 91
309 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 94 * things we need to do for players.
312 */ 95 */
313 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;
314 98
315 /* 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
316 * 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
317 * 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
318 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
321 */ 105 */
322 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;
323 108
324 if(ob->head != NULL) 109 ob = ob->head_ ();
325 ob=ob->head;
326 110
327 /* 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
328 * 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
329 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
331 */ 115 */
332 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;
333 125
334 /* This must be before the checks below. Code for inventory checkers. */ 126 if (tmp->type == CHECK_INV)
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */ 127 {
340 if (tmp->last_sp) { 128 bool have = check_inv_recursive (ob, tmp);
341 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))
342 return 1; 132 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 } 133 }
354 } /* 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
355 else { 147 } else {
356 /* Broke apart a big nasty if into several here to make 148 // space does not block the ob, directly, but
357 * this more readable. first check - if the space blocks 149 // anything alive that is not a door still
358 * movement, can't move here. 150 // blocks anything but wizards.
359 * second - if a monster, can't move there, unles it is a 151
360 * hidden dm 152 if (tmp->flag [FLAG_ALIVE]
361 */ 153 && tmp->head_ () != ob
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 && tmp != ob
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 155 && tmp->type != DOOR
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
365 return 1; 157 return 1;
366 } 158 }
367
368 } 159 }
160
369 return 0; 161 return 0;
370} 162}
371
372 163
373/* 164/*
374 * 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
375 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
379 * 170 *
380 * 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.
381 * 172 *
382 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
394 * 185 *
395 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
396 * 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
397 * against the move_block values. 188 * against the move_block values.
398 */ 189 */
399 190bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 191object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 192{
402 int flag; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
413 196
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 197 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 198 return 1;
416 199
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 200 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 201
420 /* find_first_free_spot() calls this function. However, often 202 if (ms.flags () & P_IS_ALIVE)
421 * 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)
422 * 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.
423 */ 208 */
209 if (!move_type && ms.move_block != MOVE_ALL)
210 continue;
424 211
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
429 */ 214 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 215 if (ms.blocks (move_type))
431 return AB_NO_PASS; 216 return 1;
432
433 } 217 }
218
434 return 0; 219 return 0;
435} 220}
436 221
437/* When the map is loaded, load_object does not actually insert objects 222//-GPL
438 * into inventory, but just links them. What this does is go through
439 * and insert them properly.
440 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight.
442 */
443 223
444void fix_container(object *container) 224void
225maptile::set_object_flag (int flag, int value)
445{ 226{
446 object *tmp=container->inv, *next; 227 if (!spaces)
228 return;
447 229
448 container->inv=NULL; 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
449 while (tmp!=NULL) { 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
450 next = tmp->below; 232 tmp->flag [flag] = value;
451 if (tmp->inv)
452 fix_container(tmp);
453 (void) insert_ob_in_ob(tmp,container);
454 tmp = next;
455 }
456 /* sum_weight will go through and calculate what all the containers are
457 * carrying.
458 */
459 sum_weight(container);
460} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
461 262
462/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 267 */
468 268void
469static void link_multipart_objects(mapstruct *m) 269maptile::link_multipart_objects ()
470{ 270{
471 int x,y; 271 if (!spaces)
472 object *tmp, *op, *last, *above; 272 return;
473 archetype *at;
474 273
475 for(x=0;x<MAP_WIDTH(m);x++) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 275 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 276 object *op = ms->bot;
478 above=tmp->above; 277 while (op)
479 278 {
480 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 280 if (op->head_ () == op && !op->more && op->arch->more)
482
483 /* If there is nothing more to this object, this for loop
484 * won't do anything.
485 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511}
512
513 281 {
282 op->remove ();
283 op->expand_tail ();
284
285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
292 }
293 else
294 op = op->above;
295 }
296 }
297}
298
299//-GPL
514 300
515/* 301/*
516 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 303 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */ 304 */
305bool
306maptile::_load_objects (object_thawer &f)
307{
308 for (;;)
309 {
310 coroapi::cede_to_tick (); // cede once in a while
520 311
521void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 312 switch (f.kw)
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i = load_object (fp, op, bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 313 {
534 bufstate = LO_REPEAT; 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
535 320
536 /* if the archetype for the object is null, means that we 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
537 * got an invalid object. Don't do anything with it - the game 322 {
538 * or editor will not be able to do anything with it either. 323 // we insert manually because
539 */ 324 // a) its way faster
540 if (op->arch==NULL) { 325 // b) we remove manually, too, and there are good reasons for that
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
542 continue; 346 continue;
543 }
544 347
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE: 348 case KW_EOF:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
563 op->head=prev,last_more->more=op,last_more=op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
564 break; 354 break;
565 } 355 }
566 if (mapflags & MAP_STYLE) { 356
567 remove_from_active_list(op); 357 f.next ();
358 }
359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (spaces)
367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370}
371
372void
373maptile::deactivate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379}
380
381bool
382maptile::_save_objects (object_freezer &f, int flags)
383{
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
393 {
394 bool unique = 0;
395
396 for (object *op = spaces [i].bot; op; op = op->above)
397 {
398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399
400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 {
405 if (flags & IO_UNIQUES)
406 op->write (f);
407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
568 } 410 }
569 op=get_object();
570 op->map = m;
571 } 411 }
572 for (i=0;i<m->width;i++){
573 for (j=0;j<m->height;j++){
574 unique =0;
575 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1;
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581 }
582 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 412
588/* This saves all the objects on the map in a non destructive fashion. 413 coroapi::cede_to_tick ();
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414
590 * and we only save the head of multi part objects - this is needed 415 return true;
591 * in order to do map tiling properly. 416}
417
418bool
419maptile::_save_objects (const char *path, int flags)
420{
421 object_freezer freezer;
422
423 if (!_save_objects (freezer, flags))
424 return false;
425
426 return freezer.save (path);
427}
428
429maptile::maptile ()
430{
431 in_memory = MAP_SWAPPED;
432
433 /* The maps used to pick up default x and y values from the
434 * map archetype. Mimic that behaviour.
592 */ 435 */
593void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 436 width = 16;
594 int i, j = 0,unique=0; 437 height = 16;
595 object *op; 438 timeout = 300;
596 /* first pass - save one-part objects */ 439 max_items = MAX_ITEM_PER_ACTION;
597 for(i = 0; i < MAP_WIDTH(m); i++) 440 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 441}
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 442
604 if(op->type == PLAYER) { 443maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 444{
606 continue; 445 in_memory = MAP_SWAPPED;
607 }
608 446
609 if (op->head || op->owner) 447 width = w;
610 continue; 448 height = h;
449 reset_timeout = 0;
450 timeout = 300;
451 enter_x = 0;
452 enter_y = 0;
611 453
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 454 alloc ();
613 save_object (fp2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 455}
623 456
624/* 457/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 458 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 459 * This basically allocates the dynamic array of spaces for the
662 * map. 460 * map.
663 */ 461 */
664 462void
665void allocate_map(mapstruct *m) { 463maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 464{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 465 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 466 return;
467
468 spaces = salloc0<mapspace> (size ());
692} 469}
470
471//+GPL
693 472
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 475 * at a later date.
697 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
698 */ 477 */
699 478static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 479parse_shop_string (const char *input_string)
480{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 481 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 482 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 483 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 484 const typedata *current_type;
705 485
706 shop_string=strdup_local(input_string); 486 shop_string = strdup (input_string);
707 p=shop_string; 487 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 488 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 489 while (p)
490 {
710 p=strchr(p, ';'); 491 p = strchr (p, ';');
711 number_of_entries++; 492 number_of_entries++;
712 if (p) p++; 493 if (p)
494 p++;
713 } 495 }
496
714 p=shop_string; 497 p = shop_string;
715 strip_endline(p); 498 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 499 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 500 for (i = 0; i < number_of_entries; i++)
501 {
719 if (!p) { 502 if (!p)
503 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 504 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 505 break;
722 } 506 }
507
723 next_semicolon=strchr(p, ';'); 508 next_semicolon = strchr (p, ';');
724 next_colon=strchr(p, ':'); 509 next_colon = strchr (p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 510 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 511 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1); 512 items[i].strength = atoi (strchr (p, ':') + 1);
513
514 if (isdigit (*p) || *p == '*')
728 515 {
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 516 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum); 517 current_type = get_typedata (items[i].typenum);
732 if (current_type) { 518 if (current_type)
519 {
733 items[i].name=current_type->name; 520 items[i].name = current_type->name;
734 items[i].name_pl=current_type->name_pl; 521 items[i].name_pl = current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 } 522 }
753 } 523 }
524 else
525 { /*we have a named type, let's figure out what it is */
526 q = strpbrk (p, ";:");
527 if (q)
528 *q = '\0';
529
530 current_type = get_typedata_by_name (p);
531 if (current_type)
532 {
533 items[i].name = current_type->name;
534 items[i].typenum = current_type->number;
535 items[i].name_pl = current_type->name_pl;
536 }
537 else
538 { /* oh uh, something's wrong, let's free up this one, and try
539 * the next entry while we're at it, better print a warning
540 */
541 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
542 }
543 }
544
754 items[i].index=number_of_entries; 545 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 546 if (next_semicolon)
547 p = ++next_semicolon;
548 else
756 else p=NULL; 549 p = NULL;
757 } 550 }
551
758 free(shop_string); 552 free (shop_string);
759 return items; 553 return items;
760} 554}
761 555
762/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
764static void print_shop_string(mapstruct *m, char *output_string) { 558static const char *
765 int i; 559print_shop_string (maptile *m)
766 char tmp[MAX_BUF]; 560{
767 strcpy(output_string, ""); 561 static dynbuf_text buf; buf.clear ();
562
768 for (i=0; i< m->shopitems[0].index; i++) { 563 for (int i = 0; i < m->shopitems[0].index; i++)
564 {
769 if (m->shopitems[i].typenum) { 565 if (m->shopitems[i].typenum)
566 {
770 if (m->shopitems[i].strength) { 567 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 569 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
774 } 571 }
775 else { 572 else
573 {
776 if (m->shopitems[i].strength) { 574 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
778 } 576 else
779 else sprintf(tmp, "*"); 577 buf.printf ("*");
780 } 578 }
781 strcat(output_string, tmp);
782 } 579 }
580
581 return buf;
783} 582}
583
584//-GPL
784 585
785/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
787 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
788 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
790 * put all the stuff in the map object so that names actually make 591 * put all the stuff in the map object so that names actually make
791 * sense. 592 * sense.
792 * This could be done in lex (like the object loader), but I think 593 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 594 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 595 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 596 */
797 597bool
798static int load_map_header(object_thawer &fp, mapstruct *m) 598maptile::_load_header (object_thawer &thawer)
799{ 599{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 600 for (;;)
801 int msgpos=0; 601 {
802 int maplorepos=0; 602 switch (thawer.kw)
803
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805 buf[HUGE_BUF-1] = 0;
806 key = buf;
807 while (isspace(*key)) key++;
808 if (*key == 0) continue; /* empty line */
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 } 603 {
828 if (!end) { 604 case KW_msg:
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 605 thawer.get_ml (KW_endmsg, msg);
830 buf); 606 break;
607
608 case KW_lore: // CF+ extension
609 thawer.get_ml (KW_endlore, maplore);
610 break;
611
612 case KW_maplore:
613 thawer.get_ml (KW_endmaplore, maplore);
614 break;
615
616 case KW_arch:
617 if (strcmp (thawer.get_str (), "map"))
618 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
619 break;
620
621 case KW_oid:
622 thawer.get (this, thawer.get_sint32 ());
623 break;
624
625 case KW_file_format_version: break; // nop
626
627 case KW_name: thawer.get (name); break;
628 case KW_attach: thawer.get (attach); break;
629 case KW_reset_time: thawer.get (reset_time); break;
630 case KW_shopgreed: thawer.get (shopgreed); break;
631 case KW_shopmin: thawer.get (shopmin); break;
632 case KW_shopmax: thawer.get (shopmax); break;
633 case KW_shoprace: thawer.get (shoprace); break;
634 case KW_outdoor: thawer.get (outdoor); break;
635 case KW_temp: thawer.get (temp); break;
636 case KW_pressure: thawer.get (pressure); break;
637 case KW_humid: thawer.get (humid); break;
638 case KW_windspeed: thawer.get (windspeed); break;
639 case KW_winddir: thawer.get (winddir); break;
640 case KW_sky: thawer.get (sky); break;
641
642 case KW_per_player: thawer.get (per_player); break;
643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
646
647 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649
650 // old names new names
651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653 case KW_x: case KW_width: thawer.get (width); break;
654 case KW_y: case KW_height: thawer.get (height); break;
655 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656 case KW_value: case KW_swap_time: thawer.get (timeout); break;
657 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660
661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
831 return 1; 672 return true;
832 }
833
834 673
835 /* key is the field name, value is what it should be set 674 default:
836 * to. We've already done the work to null terminate key, 675 if (!thawer.parse_error ("map", 0))
837 * and strip off any leading spaces for both of these. 676 return false;
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break; 677 break;
881 } 678 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"oid")) {
899 fp.get (m, atoi(value));
900 } else if (!strcmp(key, "attach")) {
901 m->attach = add_string (value);
902 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957 679
958 if (tile<1 || tile>4) { 680 thawer.next ();
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0;
1005}
1006
1007/*
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019mapstruct *load_original_map(const char *filename, int flags) {
1020 mapstruct *m;
1021 char pathname[MAX_BUF];
1022 681 }
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030 682
1031 object_thawer thawer (pathname); 683 abort ();
1032
1033 if (!thawer)
1034 return 0;
1035
1036 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(thawer, m)) {
1040 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041 filename, flags);
1042 delete_map(m);
1043 return NULL;
1044 }
1045
1046 allocate_map(m);
1047
1048 m->in_memory=MAP_LOADING;
1049 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1050
1051 m->in_memory=MAP_IN_MEMORY;
1052 if (!MAP_DIFFICULTY(m))
1053 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1054 set_map_reset_time(m);
1055 m->instantiate ();
1056 return (m);
1057} 684}
1058 685
1059/* 686//+GPL
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065static mapstruct *load_temporary_map(mapstruct *m) {
1066 int comp;
1067 char buf[MAX_BUF];
1068
1069 if (!m->tmpname) {
1070 LOG(llevError, "No temporary filename for map %s\n", m->path);
1071 strcpy(buf, m->path);
1072 delete_map(m);
1073 m = load_original_map(buf, 0);
1074 if(m==NULL) return NULL;
1075 fix_auto_apply(m); /* Chests which open as default */
1076 return m;
1077 }
1078
1079 object_thawer thawer (m->tmpname);
1080
1081 if (!thawer)
1082 {
1083 strcpy (buf, m->path);
1084 delete_map (m);
1085 m = load_original_map (buf, 0);
1086 if (!m) return NULL;
1087 fix_auto_apply (m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091 if (load_map_header(thawer, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 allocate_map(m);
1099
1100 m->in_memory=MAP_LOADING;
1101 load_objects (m, thawer, 0);
1102
1103 m->in_memory=MAP_IN_MEMORY;
1104 INVOKE_MAP (SWAPIN, m);
1105 return m;
1106}
1107
1108/*
1109 * Loads a map, which has been loaded earlier, from file.
1110 * Return the map object we load into (this can change from the passed
1111 * option if we can't find the original map)
1112 */
1113
1114mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1115 char pathname[MAX_BUF];
1116
1117 strcpy(pathname, create_overlay_pathname(filename));
1118
1119 object_thawer thawer (pathname);
1120
1121 if (!thawer)
1122 return m;
1123
1124 if (load_map_header(thawer, m)) {
1125 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1126 m->path, pathname);
1127 delete_map(m);
1128 m = load_original_map(m->path, 0);
1129 return NULL;
1130 }
1131 /*allocate_map(m);*/
1132
1133 m->in_memory=MAP_LOADING;
1134 load_objects (m, thawer, MAP_OVERLAY);
1135
1136 m->in_memory=MAP_IN_MEMORY;
1137 return m;
1138}
1139 687
1140/****************************************************************************** 688/******************************************************************************
1141 * This is the start of unique map handling code 689 * This is the start of unique map handling code
1142 *****************************************************************************/ 690 *****************************************************************************/
1143 691
1144/* This goes through map 'm' and removed any unique items on the map. */ 692/* This goes through the maptile and removed any unique items on the map. */
1145static void delete_unique_items(mapstruct *m) 693void
694maptile::clear_unique_items ()
1146{ 695{
1147 int i,j,unique; 696 for (int i = 0; i < size (); ++i)
1148 object *op, *next; 697 {
1149
1150 for(i=0; i<MAP_WIDTH(m); i++)
1151 for(j=0; j<MAP_HEIGHT(m); j++) {
1152 unique=0; 698 int unique = 0;
1153 for (op=get_map_ob(m, i, j); op; op=next) { 699 for (object *op = spaces [i].bot; op; )
1154 next = op->above; 700 {
701 object *above = op->above;
702
1155 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1156 unique=1; 704 unique = 1;
705
1157 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1158 clean_object(op); 707 op->destroy ();
1159 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 708
1160 remove_button_link(op); 709 op = above;
1161 remove_ob(op);
1162 free_object(op);
1163 }
1164 }
1165 } 710 }
1166}
1167
1168
1169/*
1170 * Loads unique objects from file(s) into the map which is in memory
1171 * m is the map to load unique items into.
1172 */
1173static void load_unique_objects(mapstruct *m) {
1174 int count;
1175 char firstname[MAX_BUF];
1176
1177 for (count=0; count<10; count++) {
1178 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1179 if (!access(firstname, R_OK)) break;
1180 }
1181 /* If we get here, we did not find any map */
1182 if (count==10) return;
1183
1184 object_thawer thawer (firstname);
1185
1186 if (!thawer)
1187 return;
1188
1189 m->in_memory=MAP_LOADING;
1190 if (m->tmpname == NULL) /* if we have loaded unique items from */
1191 delete_unique_items(m); /* original map before, don't duplicate them */
1192 load_object(thawer, NULL, LO_NOREAD,0);
1193 load_objects (m, thawer, 0);
1194
1195 m->in_memory=MAP_IN_MEMORY;
1196}
1197
1198
1199/*
1200 * Saves a map to file. If flag is set, it is saved into the same
1201 * file it was (originally) loaded from. Otherwise a temporary
1202 * filename will be genarated, and the file will be stored there.
1203 * The temporary filename will be stored in the mapstructure.
1204 * If the map is unique, we also save to the filename in the map
1205 * (this should have been updated when first loaded)
1206 */
1207
1208int
1209new_save_map (mapstruct * m, int flag)
1210{
1211 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1212 int i;
1213
1214 if (flag && !*m->path)
1215 { 711 }
1216 LOG (llevError, "Tried to save map without path.\n"); 712}
1217 return -1;
1218 }
1219 713
1220 if (flag || (m->unique) || (m->templatemap)) 714//-GPL
1221 {
1222 if (!m->unique && !m->templatemap)
1223 { /* flag is set */
1224 if (flag == 2)
1225 strcpy (filename, create_overlay_pathname (m->path));
1226 else
1227 strcpy (filename, create_pathname (m->path));
1228 }
1229 else
1230 strcpy (filename, m->path);
1231 715
1232 make_path_to_file (filename); 716bool
1233 } 717maptile::_save_header (object_freezer &freezer)
1234 else 718{
1235 { 719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1236 if (!m->tmpname) 720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1237 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1238 strcpy (filename, m->tmpname);
1239 }
1240 721
1241 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 722 MAP_OUT2 (arch, "map");
1242 m->in_memory = MAP_SAVING;
1243 723
1244 object_freezer fp (filename); 724 if (name) MAP_OUT (name);
1245 725 MAP_OUT (swap_time);
1246 /* legacy */ 726 MAP_OUT (reset_time);
1247 fprintf (fp, "arch map\n"); 727 MAP_OUT (reset_timeout);
1248 if (m->name)
1249 fprintf (fp, "name %s\n", m->name);
1250 if (!flag)
1251 fprintf (fp, "swap_time %d\n", m->swap_time);
1252 if (m->reset_timeout)
1253 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1254 if (m->fixed_resettime) 728 MAP_OUT (fixed_resettime);
1255 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 729 MAP_OUT (no_reset);
1256 /* we unfortunately have no idea if this is a value the creator set 730 MAP_OUT (no_drop);
1257 * or a difficulty value we generated when the map was first loaded 731 MAP_OUT (difficulty);
1258 */ 732 if (default_region) MAP_OUT2 (region, default_region->name);
1259 if (m->difficulty)
1260 fprintf (fp, "difficulty %d\n", m->difficulty);
1261 if (m->region)
1262 fprintf (fp, "region %s\n", m->region->name);
1263 if (m->shopitems)
1264 {
1265 print_shop_string (m, shop);
1266 fprintf (fp, "shopitems %s\n", shop);
1267 }
1268 if (m->shopgreed)
1269 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1270#ifndef WIN32
1271 if (m->shopmin)
1272 fprintf (fp, "shopmin %llu\n", m->shopmin);
1273 if (m->shopmax)
1274 fprintf (fp, "shopmax %llu\n", m->shopmax);
1275#else
1276 if (m->shopmin)
1277 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1278 if (m->shopmax)
1279 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1280#endif
1281 if (m->shoprace)
1282 fprintf (fp, "shoprace %s\n", m->shoprace);
1283 if (m->darkness)
1284 fprintf (fp, "darkness %d\n", m->darkness);
1285 if (m->width)
1286 fprintf (fp, "width %d\n", m->width);
1287 if (m->height)
1288 fprintf (fp, "height %d\n", m->height);
1289 if (m->enter_x)
1290 fprintf (fp, "enter_x %d\n", m->enter_x);
1291 if (m->enter_y)
1292 fprintf (fp, "enter_y %d\n", m->enter_y);
1293 if (m->msg)
1294 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1295 if (m->maplore)
1296 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1297 if (m->unique)
1298 fprintf (fp, "unique %d\n", m->unique);
1299 if (m->templatemap)
1300 fprintf (fp, "template %d\n", m->templatemap);
1301 if (m->outdoor)
1302 fprintf (fp, "outdoor %d\n", m->outdoor);
1303 if (m->temp)
1304 fprintf (fp, "temp %d\n", m->temp);
1305 if (m->pressure)
1306 fprintf (fp, "pressure %d\n", m->pressure);
1307 if (m->humid)
1308 fprintf (fp, "humid %d\n", m->humid);
1309 if (m->windspeed)
1310 fprintf (fp, "windspeed %d\n", m->windspeed);
1311 if (m->winddir)
1312 fprintf (fp, "winddir %d\n", m->winddir);
1313 if (m->sky)
1314 fprintf (fp, "sky %d\n", m->sky);
1315 if (m->nosmooth)
1316 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1317 733
1318 /* Save any tiling information, except on overlays */ 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
1319 if (flag != 2) 735 MAP_OUT (shopgreed);
1320 for (i = 0; i < 4; i++) 736 MAP_OUT (shopmin);
1321 if (m->tile_path[i]) 737 MAP_OUT (shopmax);
1322 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]); 738 if (shoprace) MAP_OUT (shoprace);
1323 739
1324 fp.put (m); 740 MAP_OUT (darkness);
1325 fprintf (fp, "end\n"); 741 MAP_OUT (width);
742 MAP_OUT (height);
743 MAP_OUT (enter_x);
744 MAP_OUT (enter_y);
1326 745
1327 /* In the game save unique items in the different file, but 746 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1328 * in the editor save them to the normal map file. 747 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1333 {
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335 748
1336 object_freezer fp2 (buf); 749 MAP_OUT (outdoor);
750 MAP_OUT (temp);
751 MAP_OUT (pressure);
752 MAP_OUT (humid);
753 MAP_OUT (windspeed);
754 MAP_OUT (winddir);
755 MAP_OUT (sky);
1337 756
1338 if (flag == 2) 757 MAP_OUT (per_player);
1339 save_objects (m, fp, fp2, 2); 758 MAP_OUT (per_party);
1340 else
1341 save_objects (m, fp, fp2, 0);
1342 }
1343 else
1344 { /* save same file when not playing, like in editor */
1345 save_objects (m, fp, fp, 0);
1346 }
1347 759
760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764
765 freezer.put (this);
766 freezer.put (KW_end);
767
1348 return 0; 768 return true;
1349} 769}
1350 770
1351 771bool
1352/* 772maptile::_save_header (const char *path)
1353 * Remove and free all objects in the inventory of the given object.
1354 * object.c ?
1355 */
1356
1357void clean_object(object *op)
1358{ 773{
1359 object *tmp, *next; 774 object_freezer freezer;
1360 775
1361 for(tmp = op->inv; tmp; tmp = next) 776 if (!_save_header (freezer))
1362 { 777 return false;
1363 next = tmp->below; 778
1364 clean_object(tmp); 779 return freezer.save (path);
1365 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1366 remove_button_link(tmp);
1367 remove_ob(tmp);
1368 free_object(tmp);
1369 }
1370} 780}
781
782//+GPL
1371 783
1372/* 784/*
1373 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
1374 */ 786 */
787void
788maptile::clear ()
789{
790 if (spaces)
791 {
792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
793 while (object *op = ms->bot)
794 {
795 // manually remove, as to not trigger anything
796 if (ms->bot = op->above)
797 ms->bot->below = 0;
1375 798
1376void free_all_objects(mapstruct *m) { 799 op->flag [FLAG_REMOVED] = true;
1377 int i,j;
1378 object *op;
1379 800
1380 for(i=0;i<MAP_WIDTH(m);i++) 801 object *head = op->head_ ();
1381 for(j=0;j<MAP_HEIGHT(m);j++) { 802 if (op == head)
1382 object *previous_obj=NULL; 803 op->destroy ();
1383 while((op=GET_MAP_OB(m,i,j))!=NULL) { 804 else if (head->map != op->map)
1384 if (op==previous_obj) { 805 {
1385 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1386 break; 807 head->destroy ();
1387 } 808 }
1388 previous_obj=op;
1389 if(op->head!=NULL)
1390 op = op->head;
1391
1392 /* If the map isn't in memory, free_object will remove and
1393 * free objects in op's inventory. So let it do the job.
1394 */
1395 if (m->in_memory==MAP_IN_MEMORY)
1396 clean_object(op);
1397 remove_ob(op);
1398 free_object(op);
1399 } 809 }
1400 }
1401#ifdef MANY_CORES
1402 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1403 * an item on that map was not saved - look for that condition and die as appropriate -
1404 * this leaves more of the map data intact for better debugging.
1405 */
1406 for (op=objects; op!=NULL; op=op->next) {
1407 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1408 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1409 abort();
1410 }
1411 }
1412#endif
1413}
1414 810
1415/* 811 sfree0 (spaces, size ());
1416 * Frees everything allocated by the given mapstructure.
1417 * don't free tmpname - our caller is left to do that
1418 */
1419
1420void free_map(mapstruct *m,int flag) {
1421 int i;
1422
1423 if (!m->in_memory) {
1424 LOG(llevError,"Trying to free freed map.\n");
1425 return;
1426 } 812 }
1427 if (flag && m->spaces) free_all_objects(m); 813
1428 if (m->name) FREE_AND_CLEAR(m->name);
1429 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1430 if (m->msg) FREE_AND_CLEAR(m->msg);
1431 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1432 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1433 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1434 if (m->buttons) 814 if (buttons)
1435 free_objectlinkpt(m->buttons); 815 free_objectlinkpt (buttons), buttons = 0;
1436 m->buttons = NULL; 816
817 sfree0 (regions, size ());
818 delete [] regionmap; regionmap = 0;
819}
820
821void
822maptile::clear_header ()
823{
824 name = 0;
825 msg = 0;
826 maplore = 0;
827 shoprace = 0;
828 delete [] shopitems, shopitems = 0;
829
1437 for (i=0; i<4; i++) { 830 for (int i = 0; i < 4; i++)
1438 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 831 tile_path [i] = 0;
1439 m->tile_map[i] = NULL;
1440 }
1441 m->in_memory = MAP_SWAPPED;
1442} 832}
1443 833
1444/* 834maptile::~maptile ()
1445 * function: vanish mapstruct 835{
1446 * m : pointer to mapstruct, if NULL no action 836 assert (destroyed ());
1447 * this deletes all the data on the map (freeing pointers) 837}
1448 * and then removes this map from the global linked list of maps.
1449 */
1450 838
1451void delete_map(mapstruct *m) { 839void
1452 mapstruct *tmp, *last; 840maptile::clear_links_to (maptile *m)
1453 int i; 841{
1454
1455 if (!m)
1456 return;
1457
1458 m->clear ();
1459
1460 if (m->in_memory == MAP_IN_MEMORY) {
1461 /* change to MAP_SAVING, even though we are not,
1462 * so that remove_ob doesn't do as much work.
1463 */
1464 m->in_memory = MAP_SAVING;
1465 free_map (m, 1);
1466 }
1467 /* move this out of free_map, since tmpname can still be needed if
1468 * the map is swapped out.
1469 */
1470 if (m->tmpname) {
1471 free(m->tmpname);
1472 m->tmpname=NULL;
1473 }
1474 last = NULL;
1475 /* We need to look through all the maps and see if any maps 842 /* We need to look through all the maps and see if any maps
1476 * are pointing at this one for tiling information. Since 843 * are pointing at this one for tiling information. Since
1477 * tiling can be assymetric, we just can not look to see which 844 * tiling can be asymetric, we just can not look to see which
1478 * maps this map tiles with and clears those. 845 * maps this map tiles with and clears those.
1479 */ 846 */
1480 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1481 if (tmp->next == m) last = tmp;
1482
1483 /* This should hopefully get unrolled on a decent compiler */
1484 for (i=0; i<4; i++) 847 for (int i = 0; i < 4; i++)
1485 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 848 if (tile_map[i] == m)
1486 } 849 tile_map[i] = 0;
850}
1487 851
1488 /* If last is null, then this should be the first map in the list */ 852void
1489 if (!last) { 853maptile::do_destroy ()
1490 if (m == first_map) 854{
1491 first_map = m->next; 855 attachable::do_destroy ();
856
857 clear ();
858}
859
860/* decay and destroy perishable items in a map */
861void
862maptile::do_decay_objects ()
863{
864 if (!spaces)
865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
869 {
870 above = op->above;
871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876 break;
877
878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880 || QUERY_FLAG (op, FLAG_UNIQUE)
881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882 || QUERY_FLAG (op, FLAG_UNPAID)
883 || op->is_alive ())
884 ; // do not decay
885 else if (op->is_weapon ())
886 {
887 op->stats.dam--;
888 if (op->stats.dam < 0)
889 destroy = 1;
890 }
891 else if (op->is_armor ())
892 {
893 op->stats.ac--;
894 if (op->stats.ac < 0)
895 destroy = 1;
896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
1492 else 903 else
1493 /* m->path is a static char, so should hopefully still have
1494 * some useful data in it.
1495 */ 904 {
1496 LOG(llevError,"delete_map: Unable to find map %s in list\n", 905 int mat = op->materials;
1497 m->path);
1498 }
1499 else
1500 last->next = m->next;
1501 906
1502 free (m); 907 if (mat & M_PAPER
1503} 908 || mat & M_LEATHER
1504 909 || mat & M_WOOD
1505 910 || mat & M_ORGANIC
1506 911 || mat & M_CLOTH
1507/* 912 || mat & M_LIQUID
1508 * Makes sure the given map is loaded and swapped in. 913 || (mat & M_IRON && rndm (1, 5) == 1)
1509 * name is path name of the map. 914 || (mat & M_GLASS && rndm (1, 2) == 1)
1510 * flags meaning: 915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1511 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1512 * and don't do unique items or the like. 917 || (mat & M_ICE && temp > 32))
1513 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 918 destroy = 1;
1514 * dont do any more name translation on it.
1515 *
1516 * Returns a pointer to the given map.
1517 */
1518
1519mapstruct *ready_map_name(const char *name, int flags) {
1520 mapstruct *m;
1521
1522 if (!name)
1523 return (NULL);
1524
1525 /* Have we been at this level before? */
1526 m = has_been_loaded (name);
1527
1528 /* Map is good to go, so just return it */
1529 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1530 return m;
1531 }
1532
1533 /* unique maps always get loaded from their original location, and never
1534 * a temp location. Likewise, if map_flush is set, or we have never loaded
1535 * this map, load it now. I removed the reset checking from here -
1536 * it seems the probability of a player trying to enter a map that should
1537 * reset but hasn't yet is quite low, and removing that makes this function
1538 * a bit cleaner (and players probably shouldn't rely on exact timing for
1539 * resets in any case - if they really care, they should use the 'maps command.
1540 */
1541 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1542
1543 /* first visit or time to reset */
1544 if (m) {
1545 clean_tmp_map(m); /* Doesn't make much difference */
1546 delete_map(m);
1547 } 919 }
1548 920
1549 /* create and load a map */ 921 /* adjust overall chance below */
1550 if (flags & MAP_PLAYER_UNIQUE) 922 if (destroy && rndm (0, 1))
1551 LOG(llevDebug, "Trying to load map %s.\n", name); 923 op->destroy ();
1552 else
1553 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1554
1555 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1556 return (NULL);
1557
1558 fix_auto_apply(m); /* Chests which open as default */
1559
1560 /* If a player unique map, no extra unique object file to load.
1561 * if from the editor, likewise.
1562 */
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1564 load_unique_objects(m);
1565
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1567 m=load_overlay_map(name, m);
1568 if (m==NULL)
1569 return NULL;
1570 } 924 }
1571
1572 if (flags & MAP_PLAYER_UNIQUE)
1573 INVOKE_MAP (SWAPIN, m);
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m;
1607} 925}
1608
1609 926
1610/* 927/*
1611 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1614 * 931 *
1615 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1616 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1618 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1619 */ 936 */
1620 937int
1621int calculate_difficulty(mapstruct *m) { 938maptile::estimate_difficulty () const
1622 object *op; 939{
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0; 940 long monster_cnt = 0;
1626 double avgexp = 0; 941 double avgexp = 0;
1627 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1628 943
1629 if (MAP_DIFFICULTY (m)) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1630 { 945 for (object *op = ms->bot; op; op = op->above)
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 { 946 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER)) 947 if (QUERY_FLAG (op, FLAG_MONSTER))
1640 { 948 {
1641 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1642 monster_cnt++; 950 monster_cnt++;
1643 } 951 }
1644 952
1645 if(QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1646 { 954 {
1647 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1648 at = type_to_archetype(GENERATE_TYPE (op));
1649 956
1650 if(at != NULL) 957 if (archetype *at = op->other_arch)
958 {
1651 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1652
1653 monster_cnt++; 960 monster_cnt++;
1654 } 961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1655 } 968 }
969 }
1656 970
1657 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1658 972
1659 for (i = 1; i <= settings.max_level; i++) 973 for (int i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 974 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i; 975 return i;
1665 }
1666 }
1667 976
1668 return 1; 977 return 1;
1669}
1670
1671void clean_tmp_map(mapstruct *m) {
1672 if(m->tmpname == NULL)
1673 return;
1674 INVOKE_MAP (CLEAN, m);
1675 (void) unlink(m->tmpname);
1676}
1677
1678void free_all_maps(void)
1679{
1680 int real_maps=0;
1681
1682 while (first_map) {
1683 /* I think some of the callers above before it gets here set this to be
1684 * saving, but we still want to free this data
1685 */
1686 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1687 delete_map(first_map);
1688 real_maps++;
1689 }
1690 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1691} 978}
1692 979
1693/* change_map_light() - used to change map light level (darkness) 980/* change_map_light() - used to change map light level (darkness)
1694 * up or down. Returns true if successful. It should now be 981 * up or down. Returns true if successful. It should now be
1695 * possible to change a value by more than 1. 982 * possible to change a value by more than 1.
1696 * Move this from los.c to map.c since this is more related 983 * Move this from los.c to map.c since this is more related
1697 * to maps than los. 984 * to maps than los.
1698 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1699 */ 986 */
1700 987int
1701int change_map_light(mapstruct *m, int change) { 988maptile::change_map_light (int change)
1702 int new_level = m->darkness + change; 989{
1703
1704 /* Nothing to do */ 990 /* Nothing to do */
1705 if(!change || (new_level <= 0 && m->darkness == 0) || 991 if (!change)
1706 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1707 return 0; 992 return 0;
1708 }
1709 993
1710 /* inform all players on the map */ 994 /* inform all players on the map */
1711 if (change>0) 995 if (change > 0)
1712 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1713 else 997 else
1714 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1715 999
1716 /* Do extra checking. since m->darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1717 * we need to be extra careful about negative values.
1718 * In general, the checks below are only needed if change
1719 * is not +/-1
1720 */
1721 if (new_level < 0) m->darkness = 0;
1722 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1723 else m->darkness=new_level;
1724 1001
1725 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1726 update_all_map_los(m); 1003 update_all_map_los (this);
1004
1727 return 1; 1005 return 1;
1728} 1006}
1729
1730 1007
1731/* 1008/*
1732 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1733 * on the map (what it looks like, whether it blocks magic, 1010 * on the map (what it looks like, whether it blocks magic,
1734 * has a living creatures, prevents people from passing 1011 * has a living creatures, prevents people from passing
1735 * through, etc) 1012 * through, etc)
1736 */ 1013 */
1737void update_position (mapstruct *m, int x, int y) { 1014void
1738 object *tmp, *last = NULL; 1015mapspace::update_ ()
1739 uint8 flags = 0, oldflags, light=0, anywhere=0; 1016{
1740 New_Face *top,*floor, *middle; 1017 object *last = 0;
1741 object *top_obj, *floor_obj, *middle_obj; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1742 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1743 1025
1744 oldflags = GET_MAP_FLAGS(m,x,y); 1026 //object *middle = 0;
1745 if (!(oldflags & P_NEED_UPDATE)) { 1027 //object *top = 0;
1746 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1028 //object *floor = 0;
1747 m->path, x, y); 1029 // this seems to generate better code than using locals, above
1748 return; 1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1749 } 1037 {
1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1039 light += tmp->glow_radius;
1750 1040
1751 middle=blank_face;
1752 top=blank_face;
1753 floor=blank_face;
1754
1755 middle_obj = NULL;
1756 top_obj = NULL;
1757 floor_obj = NULL;
1758
1759 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1760
1761 /* This could be made additive I guess (two lights better than
1762 * one). But if so, it shouldn't be a simple additive - 2
1763 * light bulbs do not illuminate twice as far as once since
1764 * it is a disapation factor that is squared (or is it cubed?)
1765 */
1766 if (tmp->glow_radius > light) light = tmp->glow_radius;
1767
1768 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1769 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1770 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1771 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1772 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1773 * 1046 *
1774 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1775 */ 1048 */
1776 if (!tmp->invisible) { 1049 if (expect_true (!tmp->invisible))
1777 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1050 {
1778 top = tmp->face; 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1779 top_obj = tmp; 1052 top = tmp;
1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054 {
1055 /* If we got a floor, that means middle and top were below it,
1056 * so should not be visible, so we clear them.
1057 */
1058 middle = 0;
1059 top = 0;
1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1780 } 1063 }
1781 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1064 else
1782 /* If we got a floor, that means middle and top were below it,
1783 * so should not be visible, so we clear them.
1784 */
1785 middle=blank_face;
1786 top=blank_face;
1787 floor = tmp->face;
1788 floor_obj = tmp;
1789 } 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1790 /* Flag anywhere have high priority */ 1072 /* Flag anywhere have high priority */
1791 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1792 middle = tmp->face;
1793
1794 middle_obj = tmp;
1795 anywhere =1; 1074 anywhere = tmp;
1796 } 1075
1797 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1798 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1799 * top 1078 * top
1800 */
1801 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1802 middle = tmp->face;
1803 middle_obj = tmp;
1804 }
1805 }
1806 if (tmp==tmp->above) {
1807 LOG(llevError, "Error in structure of map\n");
1808 exit (-1);
1809 }
1810
1811 move_slow |= tmp->move_slow;
1812 move_block |= tmp->move_block;
1813 move_on |= tmp->move_on;
1814 move_off |= tmp->move_off;
1815 move_allow |= tmp->move_allow;
1816
1817 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1818 flags |= P_IS_ALIVE;
1819 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1820 flags |= P_NO_MAGIC;
1821 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1822 flags |= P_NO_CLERIC;
1823 if (tmp->type == SAFE_GROUND)
1824 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1825
1826 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1827 flags |= P_BLOCKSVIEW;
1828 } /* for stack of objects */
1829
1830 /* we don't want to rely on this function to have accurate flags, but
1831 * since we're already doing the work, we calculate them here.
1832 * if they don't match, logic is broken someplace.
1833 */
1834 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1835 (!(oldflags & P_NO_ERROR))) {
1836 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1837 m->path, x, y,
1838 (oldflags & ~P_NEED_UPDATE), flags);
1839 }
1840 SET_MAP_FLAGS(m, x, y, flags);
1841 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1842 SET_MAP_MOVE_ON(m, x, y, move_on);
1843 SET_MAP_MOVE_OFF(m, x, y, move_off);
1844 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1845
1846 /* At this point, we have a floor face (if there is a floor),
1847 * and the floor is set - we are not going to touch it at
1848 * this point.
1849 * middle contains the highest visibility face.
1850 * top contains a player/monster face, if there is one.
1851 *
1852 * We now need to fill in top.face and/or middle.face.
1853 */
1854
1855 /* If the top face also happens to be high visibility, re-do our
1856 * middle face. This should not happen, as we already have the
1857 * else statement above so middle should not get set. OTOH, it
1858 * may be possible for the faces to match but be different objects.
1859 */
1860 if (top == middle) middle=blank_face;
1861
1862 /* There are three posibilities at this point:
1863 * 1) top face is set, need middle to be set.
1864 * 2) middle is set, need to set top.
1865 * 3) neither middle or top is set - need to set both.
1866 */
1867
1868 for (tmp=last; tmp; tmp=tmp->below) {
1869 /* Once we get to a floor, stop, since we already have a floor object */
1870 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1871
1872 /* If two top faces are already set, quit processing */
1873 if ((top != blank_face) && (middle != blank_face)) break;
1874
1875 /* Only show visible faces, unless its the editor - show all */
1876 if (!tmp->invisible || editor) {
1877 /* Fill in top if needed */
1878 if (top == blank_face) {
1879 top = tmp->face;
1880 top_obj = tmp;
1881 if (top == middle) middle=blank_face;
1882 } else {
1883 /* top is already set - we should only get here if
1884 * middle is not set
1885 *
1886 * Set the middle face and break out, since there is nothing
1887 * more to fill in. We don't check visiblity here, since
1888 *
1889 */ 1079 */
1890 if (tmp->face != top ) { 1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1891 middle = tmp->face; 1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1892 middle_obj = tmp; 1083 middle = tmp;
1893 break;
1894 } 1084 }
1895 } 1085 }
1896 } 1086 }
1087
1088 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow;
1093
1094 allflags |= tmp->flag;
1095
1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 }
1099
1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1111 this->flags_ = flags;
1112 this->move_block = move_block & ~move_allow;
1113 this->move_on = move_on;
1114 this->move_off = move_off;
1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1118
1119 /* At this point, we have a floor face (if there is a floor),
1120 * and the floor is set - we are not going to touch it at
1121 * this point.
1122 * middle contains the highest visibility face.
1123 * top contains a player/monster face, if there is one.
1124 *
1125 * We now need to fill in top.face and/or middle.face.
1126 */
1127
1128 /* If the top face also happens to be high visibility, re-do our
1129 * middle face. This should not happen, as we already have the
1130 * else statement above so middle should not get set. OTOH, it
1131 * may be possible for the faces to match but be different objects.
1132 */
1133 if (top == middle)
1134 middle = 0;
1135
1136 /* There are three posibilities at this point:
1137 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both.
1140 */
1141
1142 for (object *tmp = last; tmp; tmp = tmp->below)
1897 } 1143 {
1898 if (middle == floor) middle = blank_face; 1144 /* Once we get to a floor, stop, since we already have a floor object */
1899 if (top == middle) middle = blank_face; 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1900 SET_MAP_FACE(m,x,y,top,0); 1146 break;
1901 if(top != blank_face)
1902 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1903 else
1904 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1905 SET_MAP_FACE(m,x,y,middle,1);
1906 if(middle != blank_face)
1907 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1908 else
1909 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1910 SET_MAP_FACE(m,x,y,floor,2);
1911 if(floor != blank_face)
1912 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1913 else
1914 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1915 SET_MAP_LIGHT(m,x,y,light);
1916}
1917 1147
1148 /* If two top faces are already set, quit processing */
1149 if (top && middle)
1150 break;
1918 1151
1919void set_map_reset_time(mapstruct *map) { 1152 /* Only show visible faces */
1920 int timeout; 1153 if (!tmp->invisible)
1154 {
1155 /* Fill in top if needed */
1156 if (!top)
1157 {
1158 top = tmp;
1159 if (top == middle)
1160 middle = 0;
1161 }
1162 else
1163 {
1164 /* top is already set - we should only get here if
1165 * middle is not set
1166 *
1167 * Set the middle face and break out, since there is nothing
1168 * more to fill in. We don't check visiblity here, since
1169 *
1170 */
1171 if (tmp != top)
1172 {
1173 middle = tmp;
1174 break;
1175 }
1176 }
1177 }
1178 }
1921 1179
1922 timeout = MAP_RESET_TIMEOUT(map); 1180 if (middle == floor)
1923 if (timeout <= 0) 1181 middle = 0;
1924 timeout = MAP_DEFAULTRESET;
1925 if (timeout >= MAP_MAXRESET)
1926 timeout = MAP_MAXRESET;
1927 MAP_WHEN_RESET(map) = seconds()+timeout;
1928}
1929 1182
1930/* this updates the orig_map->tile_map[tile_num] value after loading 1183 if (top == middle)
1931 * the map. It also takes care of linking back the freshly loaded 1184 middle = 0;
1932 * maps tile_map values if it tiles back to this one. It returns
1933 * the value of orig_map->tile_map[tile_num]. It really only does this
1934 * so that it is easier for calling functions to verify success.
1935 */
1936 1185
1937static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1186#if 0
1938{ 1187 faces_obj [0] = top;
1939 int dest_tile = (tile_num +2) % 4; 1188 faces_obj [1] = middle;
1940 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1189 faces_obj [2] = floor;
1190#endif
1191}
1941 1192
1942 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1193maptile *
1194maptile::tile_available (int dir, bool load)
1195{
1196 if (tile_path[dir])
1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1943 1200
1944 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1945 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1202 return tile_map[dir];
1946 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1203 }
1947 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1948 1204
1949 return orig_map->tile_map[tile_num]; 1205 return 0;
1950} 1206}
1951 1207
1952/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1953 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1954 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1955 * This is the function should always be used when it 1211 * This is the function should always be used when it
1956 * necessary to check for valid coordinates. 1212 * necessary to check for valid coordinates.
1957 * This function will recursively call itself for the 1213 * This function will recursively call itself for the
1958 * tiled maps. 1214 * tiled maps.
1959 * 1215 */
1960 * 1216int
1961 */
1962int out_of_map(mapstruct *m, int x, int y) 1217out_of_map (maptile *m, int x, int y)
1963{ 1218{
1964
1965 /* If we get passed a null map, this is obviously the 1219 /* If we get passed a null map, this is obviously the
1966 * case. This generally shouldn't happen, but if the 1220 * case. This generally shouldn't happen, but if the
1967 * map loads fail below, it could happen. 1221 * map loads fail below, it could happen.
1968 */ 1222 */
1969 if (!m) return 0; 1223 if (!m)
1970
1971 if (x<0) {
1972 if (!m->tile_path[3]) return 1;
1973 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1974 load_and_link_tiled_map(m, 3);
1975 }
1976 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1977 }
1978 if (x>=MAP_WIDTH(m)) {
1979 if (!m->tile_path[1]) return 1;
1980 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1981 load_and_link_tiled_map(m, 1);
1982 }
1983 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1984 }
1985 if (y<0) {
1986 if (!m->tile_path[0]) return 1;
1987 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1988 load_and_link_tiled_map(m, 0);
1989 }
1990 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1991 }
1992 if (y>=MAP_HEIGHT(m)) {
1993 if (!m->tile_path[2]) return 1;
1994 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1995 load_and_link_tiled_map(m, 2);
1996 }
1997 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1998 }
1999
2000 /* Simple case - coordinates are within this local
2001 * map.
2002 */
2003 return 0; 1224 return 0;
1225
1226 if (x < 0)
1227 {
1228 if (!m->tile_available (3))
1229 return 1;
1230
1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1232 }
1233
1234 if (x >= m->width)
1235 {
1236 if (!m->tile_available (1))
1237 return 1;
1238
1239 return out_of_map (m->tile_map[1], x - m->width, y);
1240 }
1241
1242 if (y < 0)
1243 {
1244 if (!m->tile_available (0))
1245 return 1;
1246
1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1248 }
1249
1250 if (y >= m->height)
1251 {
1252 if (!m->tile_available (2))
1253 return 1;
1254
1255 return out_of_map (m->tile_map[2], x, y - m->height);
1256 }
1257
1258 /* Simple case - coordinates are within this local
1259 * map.
1260 */
1261 return 0;
2004} 1262}
2005 1263
2006/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
2007 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
2008 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
2009 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
2010 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
2011 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
2012 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
2013 */ 1271 */
2014mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1272maptile *
1273maptile::xy_find (sint16 &x, sint16 &y)
2015{ 1274{
2016 1275 if (x < 0)
2017 if (*x<0) {
2018 if (!m->tile_path[3]) return NULL;
2019 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 3);
2021
2022 *x += MAP_WIDTH(m->tile_map[3]);
2023 return (get_map_from_coord(m->tile_map[3], x, y));
2024 } 1276 {
2025 if (*x>=MAP_WIDTH(m)) { 1277 if (!tile_available (3))
2026 if (!m->tile_path[1]) return NULL; 1278 return 0;
2027 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 1);
2029 1279
2030 *x -= MAP_WIDTH(m); 1280 x += tile_map[3]->width;
2031 return (get_map_from_coord(m->tile_map[1], x, y)); 1281 return tile_map[3]->xy_find (x, y);
1282 }
1283
1284 if (x >= width)
2032 } 1285 {
2033 if (*y<0) { 1286 if (!tile_available (1))
2034 if (!m->tile_path[0]) return NULL; 1287 return 0;
2035 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 0);
2037 1288
2038 *y += MAP_HEIGHT(m->tile_map[0]); 1289 x -= width;
2039 return (get_map_from_coord(m->tile_map[0], x, y)); 1290 return tile_map[1]->xy_find (x, y);
1291 }
1292
1293 if (y < 0)
2040 } 1294 {
2041 if (*y>=MAP_HEIGHT(m)) { 1295 if (!tile_available (0))
2042 if (!m->tile_path[2]) return NULL; 1296 return 0;
2043 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 2);
2045 1297
2046 *y -= MAP_HEIGHT(m); 1298 y += tile_map[0]->height;
2047 return (get_map_from_coord(m->tile_map[2], x, y)); 1299 return tile_map[0]->xy_find (x, y);
1300 }
1301
1302 if (y >= height)
2048 } 1303 {
1304 if (!tile_available (2))
1305 return 0;
2049 1306
1307 y -= height;
1308 return tile_map[2]->xy_find (x, y);
1309 }
1310
2050 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
2051 * map. 1312 * map.
2052 */ 1313 */
2053 1314 return this;
2054 return m;
2055} 1315}
2056 1316
2057/** 1317/**
2058 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
2059 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
2060 */ 1320 */
1321int
2061static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1323{
2062 if (!map1 || !map2) 1324 if (!map1 || !map2)
2063 return 0; 1325 return 0;
2064 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
2065 if (map1 == map2) { 1329 if (map1 == map2)
1330 {
2066 *dx = 0; 1331 *dx = 0;
2067 *dy = 0; 1332 *dy = 0;
2068 1333 }
2069 } else if (map1->tile_map[0] == map2) { /* up */ 1334 else if (map1->tile_map[0] == map2)
1335 { /* up */
2070 *dx = 0; 1336 *dx = 0;
2071 *dy = -MAP_HEIGHT(map2); 1337 *dy = -map2->height;
1338 }
2072 } else if (map1->tile_map[1] == map2) { /* right */ 1339 else if (map1->tile_map[1] == map2)
2073 *dx = MAP_WIDTH(map1); 1340 { /* right */
1341 *dx = map1->width;
2074 *dy = 0; 1342 *dy = 0;
1343 }
2075 } else if (map1->tile_map[2] == map2) { /* down */ 1344 else if (map1->tile_map[2] == map2)
1345 { /* down */
2076 *dx = 0; 1346 *dx = 0;
2077 *dy = MAP_HEIGHT(map1); 1347 *dy = map1->height;
1348 }
2078 } else if (map1->tile_map[3] == map2) { /* left */ 1349 else if (map1->tile_map[3] == map2)
2079 *dx = -MAP_WIDTH(map2); 1350 { /* left */
1351 *dx = -map2->width;
2080 *dy = 0; 1352 *dy = 0;
2081 1353 }
2082 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1355 { /* up right */
2083 *dx = MAP_WIDTH(map1->tile_map[0]); 1356 *dx = map1->tile_map[0]->width;
2084 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1357 *dy = -map1->tile_map[0]->height;
1358 }
2085 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2086 *dx = -MAP_WIDTH(map2); 1360 { /* up left */
2087 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1361 *dx = -map2->width;
1362 *dy = -map1->tile_map[0]->height;
1363 }
2088 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2089 *dx = MAP_WIDTH(map1); 1365 { /* right up */
2090 *dy = -MAP_HEIGHT(map2); 1366 *dx = map1->width;
1367 *dy = -map2->height;
1368 }
2091 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2092 *dx = MAP_WIDTH(map1); 1370 { /* right down */
2093 *dy = MAP_HEIGHT(map1->tile_map[1]); 1371 *dx = map1->width;
1372 *dy = map1->tile_map[1]->height;
1373 }
2094 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1375 { /* down right */
2095 *dx = MAP_WIDTH(map1->tile_map[2]); 1376 *dx = map1->tile_map[2]->width;
2096 *dy = MAP_HEIGHT(map1); 1377 *dy = map1->height;
1378 }
2097 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2098 *dx = -MAP_WIDTH(map2); 1380 { /* down left */
2099 *dy = MAP_HEIGHT(map1); 1381 *dx = -map2->width;
1382 *dy = map1->height;
1383 }
2100 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1385 { /* left up */
2101 *dx = -MAP_WIDTH(map1->tile_map[3]); 1386 *dx = -map1->tile_map[3]->width;
2102 *dy = -MAP_HEIGHT(map2); 1387 *dy = -map2->height;
1388 }
2103 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1390 { /* left down */
2104 *dx = -MAP_WIDTH(map1->tile_map[3]); 1391 *dx = -map1->tile_map[3]->width;
2105 *dy = MAP_HEIGHT(map1->tile_map[3]); 1392 *dy = map1->tile_map[3]->height;
2106
2107 } else { /* not "adjacent" enough */
2108 return 0;
2109 } 1393 }
2110 1394 else
2111 return 1; 1395 return 0;
1396
1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
2112} 1415}
2113 1416
2114/* From map.c 1417/* From map.c
2115 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
2116 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
2117 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
2118 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
2119 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
2120 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
2121 * monster that is closest. 1424 * monster that is closest.
2122 * 1425 *
2123 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
2124 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
2129 * be unexpected 1432 * be unexpected
2130 * 1433 *
2131 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
2132 * closest body part of 'op1' 1435 * closest body part of 'op1'
2133 */ 1436 */
2134 1437void
2135void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1438get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1439{
2136 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1441 {
2137 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
2138 retval->distance = 100000; 1443 retval->distance = 10000;
2139 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
2140 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
2141 retval->direction = 0; 1446 retval->direction = 0;
2142 retval->part = 0; 1447 retval->part = 0;
2143 } else { 1448 }
1449 else
1450 {
2144 object *best; 1451 object *best;
2145 1452
2146 retval->distance_x += op2->x-op1->x; 1453 retval->distance_x += op2->x - op1->x;
2147 retval->distance_y += op2->y-op1->y; 1454 retval->distance_y += op2->y - op1->y;
2148 1455
2149 best = op1; 1456 best = op1;
2150 /* If this is multipart, find the closest part now */ 1457 /* If this is multipart, find the closest part now */
2151 if (!(flags&0x1) && op1->more) { 1458 if (!(flags & 0x1) && op1->more)
2152 object *tmp; 1459 {
2153 int best_distance = retval->distance_x*retval->distance_x+ 1460 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2154 retval->distance_y*retval->distance_y, tmpi;
2155 1461
2156 /* we just take the offset of the piece to head to figure 1462 /* we just take the offset of the piece to head to figure
2157 * distance instead of doing all that work above again 1463 * distance instead of doing all that work above again
2158 * since the distance fields we set above are positive in the 1464 * since the distance fields we set above are positive in the
2159 * same axis as is used for multipart objects, the simply arithmetic 1465 * same axis as is used for multipart objects, the simply arithmetic
2160 * below works. 1466 * below works.
2161 */ 1467 */
2162 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1468 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1469 {
2163 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1470 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2164 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1471 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2165 if (tmpi < best_distance) { 1472 if (tmpi < best_distance)
1473 {
2166 best_distance = tmpi; 1474 best_distance = tmpi;
2167 best = tmp; 1475 best = tmp;
2168 } 1476 }
2169 } 1477 }
1478
2170 if (best != op1) { 1479 if (best != op1)
1480 {
2171 retval->distance_x += op1->x-best->x; 1481 retval->distance_x += op1->x - best->x;
2172 retval->distance_y += op1->y-best->y; 1482 retval->distance_y += op1->y - best->y;
2173 } 1483 }
2174 } 1484 }
1485
2175 retval->part = best; 1486 retval->part = best;
2176 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1487 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2177 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1488 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2178 } 1489 }
2179} 1490}
2180 1491
2181/* this is basically the same as get_rangevector above, but instead of 1492/* this is basically the same as get_rangevector above, but instead of
2182 * the first parameter being an object, it instead is the map 1493 * the first parameter being an object, it instead is the map
2186 * flags has no meaning for this function at this time - I kept it in to 1497 * flags has no meaning for this function at this time - I kept it in to
2187 * be more consistant with the above function and also in case they are needed 1498 * be more consistant with the above function and also in case they are needed
2188 * for something in the future. Also, since no object is pasted, the best 1499 * for something in the future. Also, since no object is pasted, the best
2189 * field of the rv_vector is set to NULL. 1500 * field of the rv_vector is set to NULL.
2190 */ 1501 */
2191 1502void
2192void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1503get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1504{
2193 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1505 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1506 {
2194 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
2195 retval->distance = 100000; 1508 retval->distance = 100000;
2196 retval->distance_x = 32767; 1509 retval->distance_x = 32767;
2197 retval->distance_y = 32767; 1510 retval->distance_y = 32767;
2198 retval->direction = 0; 1511 retval->direction = 0;
2199 retval->part = 0; 1512 retval->part = 0;
2200 } else { 1513 }
1514 else
1515 {
2201 retval->distance_x += op2->x-x; 1516 retval->distance_x += op2->x - x;
2202 retval->distance_y += op2->y-y; 1517 retval->distance_y += op2->y - y;
2203 1518
2204 retval->part = NULL; 1519 retval->part = 0;
2205 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2206 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2207 } 1522 }
2208} 1523}
2209 1524
2210/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
2211 * (as related to map tiling). Note that this looks for a path from 1526 * (as related to map tiling). Note that this looks for a path from
2212 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1527 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2213 * to op1, this will still return false. 1528 * to op1, this will still return false.
2214 * Note we only look one map out to keep the processing simple 1529 * Note we only look one map out to keep the processing simple
2215 * and efficient. This could probably be a macro. 1530 * and efficient. This could probably be a macro.
2216 * MSW 2001-08-05 1531 * MSW 2001-08-05
2217 */ 1532 */
1533int
2218int on_same_map(const object *op1, const object *op2) { 1534on_same_map (const object *op1, const object *op2)
1535{
2219 int dx, dy; 1536 int dx, dy;
2220 1537
2221 return adjacent_map(op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
2222} 1539}
1540
1541//-GPL
1542
1543object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547}
1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564//+GPL
1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find (shstr_bug);
1588}
1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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