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Revision 1.41 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.176 by root, Tue Nov 10 05:11:05 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
31//+GPL
33 32
34/* 33sint8 maptile::outdoor_darkness;
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232}
233 34
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
240 * 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
241 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
243 */ 44 */
244int 45int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 47{
247 sint16 newx, newy; 48 sint16 newx = x;
248 int retval = 0; 49 sint16 newy = y;
249 maptile *mp;
250 50
251 if (out_of_map (oldmap, x, y)) 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
252 return P_OUT_OF_MAP; 54 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 55
265 retval |= mp->spaces[newx + mp->width * newy].flags; 56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
266 59
267 return retval; 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 61}
269 62
270/* 63/*
271 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
280 * by the caller. 73 * by the caller.
281 */ 74 */
282int 75int
283blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
284{ 77{
285 object *tmp;
286 int mflags, blocked;
287
288 /* 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
289 * have already checked this. 79 * have already checked this.
290 */ 80 */
291 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
292 { 82 {
293 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");
294 return 1; 84 return 1;
295 } 85 }
296 86
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
298 * directly.
299 */
300 mflags = m->spaces[sx + m->width * sy].flags;
301 88
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
303 91
304 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
306 * things we need to do for players. 94 * things we need to do for players.
307 */ 95 */
308 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
309 return 0; 97 return 0;
310 98
311 /* 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
312 * 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
313 * 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
314 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
315 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
316 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
317 */ 105 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 107 return 0;
320 108
321 if (ob->head != NULL)
322 ob = ob->head; 109 ob = ob->head_ ();
323 110
324 /* 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
325 * 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
326 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
328 */ 115 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
330 { 117 {
331 118 if (OB_MOVE_BLOCK (ob, tmp))
332 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 119 {
335 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
336 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
337 * pass through this space. 122 return 1;
338 */ 123 else
339 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
340 { 127 {
341 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
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 133 }
344 continue; 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;
345 } 143 }
346 else 144 else
347 { 145 return 1; // unconditional block
348 /* In this case, the player must not have the object - 146
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else 147 } else {
358 { 148 // space does not block the ob, directly, but
359 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
360 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
361 * movement, can't move here. 151
362 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
363 * hidden dm 153 && tmp->head_ () != ob
364 */ 154 && tmp != ob
365 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
366 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369 return 1; 157 return 1;
370 } 158 }
371
372 } 159 }
160
373 return 0; 161 return 0;
374} 162}
375 163
376
377/* 164/*
378 * 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
379 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
383 * 170 *
384 * 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.
385 * 172 *
386 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
398 * 185 *
399 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
400 * 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
401 * against the move_block values. 188 * against the move_block values.
402 */ 189 */
403 190bool
404int 191object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 192{
407 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
421 196
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 197 if (!pos.normalise ())
423 { 198 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 199
426 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 201
428 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 203 return 1;
430 204
431 /* find_first_free_spot() calls this function. However, often 205 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 206 * (signifying non-moving objects)
433 * 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.
434 */ 208 */
435 209 if (!move_type && ms.move_block != MOVE_ALL)
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue; 210 continue;
438 211
439 /* 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
440 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
441 */ 214 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 215 if (ms.blocks (move_type))
443 return AB_NO_PASS; 216 return 1;
444
445 } 217 }
218
446 return 0; 219 return 0;
447} 220}
448 221
449/* When the map is loaded, load_object does not actually insert objects 222//-GPL
450 * into inventory, but just links them. What this does is go through
451 * and insert them properly.
452 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight.
454 */
455 223
456void 224void
457fix_container (object *container) 225maptile::set_object_flag (int flag, int value)
458{ 226{
459 object *tmp = container->inv, *next; 227 if (!spaces)
228 return;
460 229
461 container->inv = NULL; 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
462 while (tmp != NULL) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
463 { 232 tmp->flag [flag] = value;
464 next = tmp->below;
465 if (tmp->inv)
466 fix_container (tmp);
467 (void) insert_ob_in_ob (tmp, container);
468 tmp = next;
469 }
470 /* sum_weight will go through and calculate what all the containers are
471 * carrying.
472 */
473 sum_weight (container);
474} 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
475 262
476/* 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
477 * 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
478 * 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
479 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 267 */
482 268void
483static void 269maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 270{
486 int x, y; 271 if (!spaces)
487 object *tmp, *op, *last, *above; 272 return;
488 archetype *at;
489 273
490 for (x = 0; x < MAP_WIDTH (m); x++) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 275 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 276 object *op = ms->bot;
277 while (op)
493 { 278 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 281 {
505 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
506 284
507 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 289
512 last->more = op; 290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 291 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 292 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 293 else
521 } /* for at = tmp->arch->more */ 294 op = op->above;
522 } /* for objects on this space */ 295 }
296 }
523} 297}
298
299//-GPL
524 300
525/* 301/*
526 * 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
527 * file pointer. 303 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 304 */
530void 305bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 306maptile::_load_objects (object_thawer &f)
532{ 307{
533 int i, j; 308 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 309 {
542 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 311
544 * or editor will not be able to do anything with it either. 312 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 313 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
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
549 continue; 346 continue;
550 }
551 347
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561
562 if (op->inv)
563 sum_weight (op);
564
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE: 348 case KW_EOF:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
570 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
571 break; 354 break;
572 } 355 }
573 356
574 if (mapflags & MAP_STYLE) 357 f.next ();
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 358 }
583 for (j = 0; j < m->height; j++) 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)
584 { 397 {
585 unique = 0; 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
586 /* check for unique items, or unique squares */ 399
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
588 { 404 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 405 if (flags & IO_UNIQUES)
590 unique = 1; 406 op->write (f);
591
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 } 407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
595 } 410 }
596 } 411 }
597 412
598 op->destroy (); 413 coroapi::cede_to_tick ();
599 link_multipart_objects (m);
600}
601 414
602/* This saves all the objects on the map in a non destructive fashion. 415 return true;
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 416}
604 * and we only save the head of multi part objects - this is needed
605 * in order to do map tiling properly.
606 */
607void
608save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
609{
610 int i, j = 0, unique = 0;
611 object *op;
612 417
613 /* first pass - save one-part objects */ 418bool
614 for (i = 0; i < MAP_WIDTH (m); i++) 419maptile::_save_objects (const char *path, int flags)
615 for (j = 0; j < MAP_HEIGHT (m); j++) 420{
616 { 421 object_freezer freezer;
617 unique = 0;
618 for (op = get_map_ob (m, i, j); op; op = op->above)
619 {
620 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
621 unique = 1;
622 422
623 if (op->type == PLAYER) 423 if (!_save_objects (freezer, flags))
624 { 424 return false;
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628 425
629 if (op->head || op->owner) 426 return freezer.save (path);
630 continue;
631
632 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
633 save_object (fp2, op, 3);
634 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635 save_object (fp, op, 3);
636
637 } /* for this space */
638 } /* for this j */
639} 427}
640 428
641maptile::maptile () 429maptile::maptile ()
642{ 430{
643 in_memory = MAP_SWAPPED; 431 in_memory = MAP_SWAPPED;
432
644 /* The maps used to pick up default x and y values from the 433 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
646 */ 435 */
647 MAP_WIDTH (this) = 16; 436 width = 16;
648 MAP_HEIGHT (this) = 16; 437 height = 16;
649 MAP_RESET_TIMEOUT (this) = 0; 438 timeout = 300;
650 MAP_TIMEOUT (this) = 300; 439 max_items = MAX_ITEM_PER_ACTION;
651 MAP_ENTER_X (this) = 0; 440 max_volume = 2000000; // 2m³
652 MAP_ENTER_Y (this) = 0;
653 /*set part to -1 indicating conversion to weather map not yet done */
654 MAP_WORLDPARTX (this) = -1;
655 MAP_WORLDPARTY (this) = -1;
656} 441}
657 442
658/* 443maptile::maptile (int w, int h)
659 * Allocates, initialises, and returns a pointer to a maptile.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663maptile *
664get_linked_map (void)
665{ 444{
666 maptile *mp, *map = new maptile; 445 in_memory = MAP_SWAPPED;
667 446
668 for (mp = first_map; mp && mp->next; mp = mp->next); 447 width = w;
448 height = h;
449 reset_timeout = 0;
450 timeout = 300;
451 enter_x = 0;
452 enter_y = 0;
669 453
670 if (mp == NULL) 454 alloc ();
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676} 455}
677 456
678/* 457/*
679 * Allocates the arrays contained in a maptile. 458 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the 459 * This basically allocates the dynamic array of spaces for the
681 * map. 460 * map.
682 */ 461 */
683void 462void
684maptile::allocate () 463maptile::alloc ()
685{ 464{
686 in_memory = MAP_IN_MEMORY;
687
688 /* Log this condition and free the storage. We could I suppose
689 * realloc, but if the caller is presuming the data will be intact,
690 * that is their poor assumption.
691 */
692 if (spaces) 465 if (spaces)
693 {
694 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695 free (spaces);
696 }
697
698 spaces = (MapSpace *)
699 calloc (1, width * height * sizeof (MapSpace));
700
701 if (!spaces)
702 fatal (OUT_OF_MEMORY);
703}
704
705/* Create and returns a map of the specific size. Used
706 * in random map code and the editor.
707 */
708maptile *
709get_empty_map (int sizex, int sizey)
710{
711 maptile *m = get_linked_map ();
712
713 m->width = sizex;
714 m->height = sizey;
715 m->in_memory = MAP_SWAPPED;
716 m->allocate ();
717
718 return m; 466 return;
467
468 spaces = salloc0<mapspace> (size ());
719} 469}
470
471//+GPL
720 472
721/* 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
722 * 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
723 * at a later date. 475 * at a later date.
724 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
725 */ 477 */
726
727static shopitems * 478static shopitems *
728parse_shop_string (const char *input_string) 479parse_shop_string (const char *input_string)
729{ 480{
730 char *shop_string, *p, *q, *next_semicolon, *next_colon; 481 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL; 482 shopitems *items = NULL;
732 int i = 0, number_of_entries = 0; 483 int i = 0, number_of_entries = 0;
733 const typedata *current_type; 484 const typedata *current_type;
734 485
735 shop_string = strdup_local (input_string); 486 shop_string = strdup (input_string);
736 p = shop_string; 487 p = shop_string;
737 /* 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 */
738 while (p) 489 while (p)
739 { 490 {
740 p = strchr (p, ';'); 491 p = strchr (p, ';');
741 number_of_entries++; 492 number_of_entries++;
742 if (p) 493 if (p)
743 p++; 494 p++;
744 } 495 }
496
745 p = shop_string; 497 p = shop_string;
746 strip_endline (p); 498 strip_endline (p);
747 items = new shopitems[number_of_entries + 1]; 499 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++) 500 for (i = 0; i < number_of_entries; i++)
749 { 501 {
750 if (!p) 502 if (!p)
751 { 503 {
752 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");
753 break; 505 break;
754 } 506 }
507
755 next_semicolon = strchr (p, ';'); 508 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':'); 509 next_colon = strchr (p, ':');
757 /* 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. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 511 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1); 512 items[i].strength = atoi (strchr (p, ':') + 1);
786 * the next entry while we're at it, better print a warning 539 * the next entry while we're at it, better print a warning
787 */ 540 */
788 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 541 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789 } 542 }
790 } 543 }
544
791 items[i].index = number_of_entries; 545 items[i].index = number_of_entries;
792 if (next_semicolon) 546 if (next_semicolon)
793 p = ++next_semicolon; 547 p = ++next_semicolon;
794 else 548 else
795 p = NULL; 549 p = NULL;
796 } 550 }
551
797 free (shop_string); 552 free (shop_string);
798 return items; 553 return items;
799} 554}
800 555
801/* 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
802 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
803static void 558static const char *
804print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
805{ 560{
806 int i; 561 static dynbuf_text buf; buf.clear ();
807 char tmp[MAX_BUF];
808 562
809 strcpy (output_string, "");
810 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
811 { 564 {
812 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
813 { 566 {
814 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
815 {
816 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);
817 }
818 else 569 else
819 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
820 } 571 }
821 else 572 else
822 { 573 {
823 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
826 }
827 else 576 else
828 sprintf (tmp, "*"); 577 buf.printf ("*");
829 } 578 }
830 strcat (output_string, tmp);
831 } 579 }
580
581 return buf;
832} 582}
583
584//-GPL
833 585
834/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
835 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
836 * 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
837 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
839 * 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
840 * sense. 592 * sense.
841 * 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
842 * 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.
843 * MSW 2001-07-01 595 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */ 596 */
846 597bool
847static int 598maptile::_load_header (object_thawer &thawer)
848load_map_header (object_thawer & fp, maptile *m)
849{ 599{
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 600 for (;;)
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 { 601 {
856 buf[HUGE_BUF - 1] = 0; 602 switch (thawer.kw)
857 key = buf;
858
859 while (isspace (*key))
860 key++;
861
862 if (*key == 0)
863 continue; /* empty line */
864
865 value = strchr (key, ' ');
866
867 if (!value)
868 { 603 {
869 if ((end = strchr (key, '\n'))) 604 case KW_msg:
870 *end = 0; 605 thawer.get_ml (KW_endmsg, msg);
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 ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
871 } 678 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877 679
878 while (isspace (*value)) 680 thawer.next ();
879 {
880 value++;
881
882 if (*value == '\0' || value == end)
883 {
884 /* Nothing but spaces. */
885 value = NULL;
886 break;
887 }
888 }
889 }
890
891 if (!end)
892 {
893 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894 return 1;
895 }
896
897 /* key is the field name, value is what it should be set
898 * to. We've already done the work to null terminate key,
899 * and strip off any leading spaces for both of these.
900 * We have not touched the newline at the end of the line -
901 * these are needed for some values. the end pointer
902 * points to the first of the newlines.
903 * value could be NULL! It would be easy enough to just point
904 * this to "" to prevent cores, but that would let more errors slide
905 * through.
906 *
907 * First check for entries that do not use the value parameter, then
908 * validate that value is given and check for the remaining entries
909 * that use the parameter.
910 */
911
912 if (!strcmp (key, "msg"))
913 {
914 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 {
916 if (!strcmp (buf, "endmsg\n"))
917 break;
918 else
919 {
920 /* slightly more efficient than strcat */
921 strcpy (msgbuf + msgpos, buf);
922 msgpos += strlen (buf);
923 }
924 }
925 /* There are lots of maps that have empty messages (eg, msg/endmsg
926 * with nothing between). There is no reason in those cases to
927 * keep the empty message. Also, msgbuf contains garbage data
928 * when msgpos is zero, so copying it results in crashes
929 */
930 if (msgpos != 0)
931 m->msg = strdup_local (msgbuf);
932 }
933 else if (!strcmp (key, "maplore"))
934 {
935 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 {
937 if (!strcmp (buf, "endmaplore\n"))
938 break;
939 else
940 {
941 /* slightly more efficient than strcat */
942 strcpy (maplorebuf + maplorepos, buf);
943 maplorepos += strlen (buf);
944 }
945 }
946 if (maplorepos != 0)
947 m->maplore = strdup_local (maplorebuf);
948 }
949 else if (!strcmp (key, "end"))
950 {
951 break;
952 }
953 else if (value == NULL)
954 {
955 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956 }
957 else if (!strcmp (key, "arch"))
958 {
959 /* This is an oddity, but not something we care about much. */
960 if (strcmp (value, "map\n"))
961 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962 }
963 else if (!strcmp (key, "name"))
964 {
965 *end = 0;
966 m->name = strdup_local (value);
967 }
968 /* first strcmp value on these are old names supported
969 * for compatibility reasons. The new values (second) are
970 * what really should be used.
971 */
972 else if (!strcmp (key, "oid"))
973 fp.get (m, atoi (value));
974 else if (!strcmp (key, "attach"))
975 m->attach = value;
976 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 m->enter_x = atoi (value);
978 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 m->enter_y = atoi (value);
980 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 m->width = atoi (value);
982 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 m->height = atoi (value);
984 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 m->reset_timeout = atoi (value);
986 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 m->timeout = atoi (value);
988 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 m->darkness = atoi (value);
992 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 m->fixed_resettime = atoi (value);
994 else if (!strcmp (key, "unique"))
995 m->unique = atoi (value);
996 else if (!strcmp (key, "template"))
997 m->templatemap = atoi (value);
998 else if (!strcmp (key, "region"))
999 m->region = get_region_by_name (value);
1000 else if (!strcmp (key, "shopitems"))
1001 {
1002 *end = 0;
1003 m->shopitems = parse_shop_string (value);
1004 }
1005 else if (!strcmp (key, "shopgreed"))
1006 m->shopgreed = atof (value);
1007 else if (!strcmp (key, "shopmin"))
1008 m->shopmin = atol (value);
1009 else if (!strcmp (key, "shopmax"))
1010 m->shopmax = atol (value);
1011 else if (!strcmp (key, "shoprace"))
1012 {
1013 *end = 0;
1014 m->shoprace = strdup_local (value);
1015 }
1016 else if (!strcmp (key, "outdoor"))
1017 m->outdoor = atoi (value);
1018 else if (!strcmp (key, "temp"))
1019 m->temp = atoi (value);
1020 else if (!strcmp (key, "pressure"))
1021 m->pressure = atoi (value);
1022 else if (!strcmp (key, "humid"))
1023 m->humid = atoi (value);
1024 else if (!strcmp (key, "windspeed"))
1025 m->windspeed = atoi (value);
1026 else if (!strcmp (key, "winddir"))
1027 m->winddir = atoi (value);
1028 else if (!strcmp (key, "sky"))
1029 m->sky = atoi (value);
1030 else if (!strcmp (key, "nosmooth"))
1031 m->nosmooth = atoi (value);
1032 else if (!strncmp (key, "tile_path_", 10))
1033 {
1034 int tile = atoi (key + 10);
1035
1036 if (tile < 1 || tile > 4)
1037 {
1038 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039 }
1040 else
1041 {
1042 char *path;
1043
1044 *end = 0;
1045
1046 if (m->tile_path[tile - 1])
1047 {
1048 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049 free (m->tile_path[tile - 1]);
1050 m->tile_path[tile - 1] = NULL;
1051 }
1052
1053 if (check_path (value, 1) != -1)
1054 {
1055 /* The unadorned path works. */
1056 path = value;
1057 }
1058 else
1059 {
1060 /* Try again; it could be a relative exit. */
1061
1062 path = path_combine_and_normalize (m->path, value);
1063
1064 if (check_path (path, 1) == -1)
1065 {
1066 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067 path = NULL;
1068 }
1069 }
1070
1071 if (editor)
1072 {
1073 /* Use the value as in the file. */
1074 m->tile_path[tile - 1] = strdup_local (value);
1075 }
1076 else if (path != NULL)
1077 {
1078 /* Use the normalized value. */
1079 m->tile_path[tile - 1] = strdup_local (path);
1080 }
1081 } /* end if tile direction (in)valid */
1082 }
1083 else
1084 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 }
1086
1087 if (!key || strcmp (key, "end"))
1088 { 681 }
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092 682
1093 return 0; 683 abort ();
1094} 684}
1095 685
1096/* 686//+GPL
1097 * Opens the file "filename" and reads information about the map
1098 * from the given file, and stores it in a newly allocated
1099 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 * flags correspond to those in map.h. Main ones used are
1101 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102 * MAP_BLOCK, in which case we block on this load. This happens in all
1103 * cases, no matter if this flag is set or not.
1104 * MAP_STYLE: style map - don't add active objects, don't add to server
1105 * managed map list.
1106 */
1107
1108maptile *
1109load_original_map (const char *filename, int flags)
1110{
1111 maptile *m;
1112 char pathname[MAX_BUF];
1113
1114 if (flags & MAP_PLAYER_UNIQUE)
1115 strcpy (pathname, filename);
1116 else if (flags & MAP_OVERLAY)
1117 strcpy (pathname, create_overlay_pathname (filename));
1118 else
1119 strcpy (pathname, create_pathname (filename));
1120
1121 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122
1123 object_thawer thawer (pathname);
1124
1125 if (!thawer)
1126 return 0;
1127
1128 m = get_linked_map ();
1129
1130 strcpy (m->path, filename);
1131 if (load_map_header (thawer, m))
1132 {
1133 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134 delete_map (m);
1135 return NULL;
1136 }
1137
1138 m->allocate ();
1139
1140 m->in_memory = MAP_LOADING;
1141 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142
1143 m->in_memory = MAP_IN_MEMORY;
1144 if (!MAP_DIFFICULTY (m))
1145 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146 set_map_reset_time (m);
1147 m->instantiate ();
1148 return (m);
1149}
1150
1151/*
1152 * Loads a map, which has been loaded earlier, from file.
1153 * Return the map object we load into (this can change from the passed
1154 * option if we can't find the original map)
1155 */
1156
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210
1211maptile *
1212load_overlay_map (const char *filename, maptile *m)
1213{
1214 char pathname[MAX_BUF];
1215
1216 strcpy (pathname, create_overlay_pathname (filename));
1217
1218 object_thawer thawer (pathname);
1219
1220 if (!thawer)
1221 return m;
1222
1223 if (load_map_header (thawer, m))
1224 {
1225 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226 delete_map (m);
1227 m = load_original_map (m->path, 0);
1228 return NULL;
1229 }
1230 /*m->allocate ();*/
1231
1232 m->in_memory = MAP_LOADING;
1233 load_objects (m, thawer, MAP_OVERLAY);
1234
1235 m->in_memory = MAP_IN_MEMORY;
1236 return m;
1237}
1238 687
1239/****************************************************************************** 688/******************************************************************************
1240 * This is the start of unique map handling code 689 * This is the start of unique map handling code
1241 *****************************************************************************/ 690 *****************************************************************************/
1242 691
1243/* 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. */
1244static void 693void
1245delete_unique_items (maptile *m) 694maptile::clear_unique_items ()
1246{ 695{
1247 int i, j, unique; 696 for (int i = 0; i < size (); ++i)
1248 object *op, *next;
1249
1250 for (i = 0; i < MAP_WIDTH (m); i++)
1251 for (j = 0; j < MAP_HEIGHT (m); j++)
1252 { 697 {
1253 unique = 0; 698 int unique = 0;
699 for (object *op = spaces [i].bot; op; )
700 {
701 object *above = op->above;
1254 702
1255 for (op = get_map_ob (m, i, j); op; op = next) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
704 unique = 1;
705
706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
707 op->destroy ();
708
709 op = above;
710 }
711 }
712}
713
714//-GPL
715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721
722 MAP_OUT2 (arch, "map");
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty);
732 if (default_region) MAP_OUT2 (region, default_region->name);
733
734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 MAP_OUT (shopgreed);
736 MAP_OUT (shopmin);
737 MAP_OUT (shopmax);
738 if (shoprace) MAP_OUT (shoprace);
739
740 MAP_OUT (darkness);
741 MAP_OUT (width);
742 MAP_OUT (height);
743 MAP_OUT (enter_x);
744 MAP_OUT (enter_y);
745
746 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
747 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
748
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);
756
757 MAP_OUT (per_player);
758 MAP_OUT (per_party);
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
768 return true;
769}
770
771bool
772maptile::_save_header (const char *path)
773{
774 object_freezer freezer;
775
776 if (!_save_header (freezer))
777 return false;
778
779 return freezer.save (path);
780}
781
782//+GPL
783
784/*
785 * Remove and free all objects in the given map.
786 */
787void
788maptile::clear ()
789{
790 if (spaces)
791 {
792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
793 while (object *op = ms->bot)
1256 { 794 {
795 // manually remove, as to not trigger anything
1257 next = op->above; 796 if (ms->bot = op->above)
797 ms->bot->below = 0;
1258 798
1259 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 799 op->flag [FLAG_REMOVED] = true;
1260 unique = 1;
1261 800
1262 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 801 object *head = op->head_ ();
802 if (op == head)
803 op->destroy ();
804 else if (head->map != op->map)
1263 { 805 {
1264 clean_object (op); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1265
1266 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1267 remove_button_link (op);
1268
1269 op->destroy (); 807 head->destroy ();
1270 } 808 }
1271 } 809 }
810
811 sfree0 (spaces, size ());
1272 } 812 }
1273}
1274 813
814 if (buttons)
815 free_objectlinkpt (buttons), buttons = 0;
1275 816
1276/* 817 sfree0 (regions, size ());
1277 * Loads unique objects from file(s) into the map which is in memory 818 delete [] regionmap; regionmap = 0;
1278 * m is the map to load unique items into.
1279 */
1280static void
1281load_unique_objects (maptile *m)
1282{
1283 int count;
1284 char firstname[MAX_BUF];
1285
1286 for (count = 0; count < 10; count++)
1287 {
1288 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289 if (!access (firstname, R_OK))
1290 break;
1291 }
1292 /* If we get here, we did not find any map */
1293 if (count == 10)
1294 return;
1295
1296 object_thawer thawer (firstname);
1297
1298 if (!thawer)
1299 return;
1300
1301 m->in_memory = MAP_LOADING;
1302 if (m->tmpname == NULL) /* if we have loaded unique items from */
1303 delete_unique_items (m); /* original map before, don't duplicate them */
1304 load_objects (m, thawer, 0);
1305
1306 m->in_memory = MAP_IN_MEMORY;
1307} 819}
1308
1309
1310/*
1311 * Saves a map to file. If flag is set, it is saved into the same
1312 * file it was (originally) loaded from. Otherwise a temporary
1313 * filename will be genarated, and the file will be stored there.
1314 * The temporary filename will be stored in the maptileure.
1315 * If the map is unique, we also save to the filename in the map
1316 * (this should have been updated when first loaded)
1317 */
1318
1319int
1320new_save_map (maptile *m, int flag)
1321{
1322 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 int i;
1324
1325 if (flag && !*m->path)
1326 {
1327 LOG (llevError, "Tried to save map without path.\n");
1328 return -1;
1329 }
1330
1331 if (flag || (m->unique) || (m->templatemap))
1332 {
1333 if (!m->unique && !m->templatemap)
1334 { /* flag is set */
1335 if (flag == 2)
1336 strcpy (filename, create_overlay_pathname (m->path));
1337 else
1338 strcpy (filename, create_pathname (m->path));
1339 }
1340 else
1341 strcpy (filename, m->path);
1342
1343 make_path_to_file (filename);
1344 }
1345 else
1346 {
1347 if (!m->tmpname)
1348 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1349
1350 strcpy (filename, m->tmpname);
1351 }
1352
1353 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354 m->in_memory = MAP_SAVING;
1355
1356 object_freezer freezer;
1357
1358 /* legacy */
1359 fprintf (freezer, "arch map\n");
1360 if (m->name)
1361 fprintf (freezer, "name %s\n", m->name);
1362 if (!flag)
1363 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 if (m->reset_timeout)
1365 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 if (m->fixed_resettime)
1367 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 /* we unfortunately have no idea if this is a value the creator set
1369 * or a difficulty value we generated when the map was first loaded
1370 */
1371 if (m->difficulty)
1372 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 if (m->region)
1374 fprintf (freezer, "region %s\n", m->region->name);
1375 if (m->shopitems)
1376 {
1377 print_shop_string (m, shop);
1378 fprintf (freezer, "shopitems %s\n", shop);
1379 }
1380 if (m->shopgreed)
1381 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 if (m->shopmin)
1383 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 if (m->shopmax)
1385 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 if (m->shoprace)
1387 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 if (m->darkness)
1389 fprintf (freezer, "darkness %d\n", m->darkness);
1390 if (m->width)
1391 fprintf (freezer, "width %d\n", m->width);
1392 if (m->height)
1393 fprintf (freezer, "height %d\n", m->height);
1394 if (m->enter_x)
1395 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 if (m->enter_y)
1397 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 if (m->msg)
1399 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 if (m->maplore)
1401 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 if (m->unique)
1403 fprintf (freezer, "unique %d\n", m->unique);
1404 if (m->templatemap)
1405 fprintf (freezer, "template %d\n", m->templatemap);
1406 if (m->outdoor)
1407 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 if (m->temp)
1409 fprintf (freezer, "temp %d\n", m->temp);
1410 if (m->pressure)
1411 fprintf (freezer, "pressure %d\n", m->pressure);
1412 if (m->humid)
1413 fprintf (freezer, "humid %d\n", m->humid);
1414 if (m->windspeed)
1415 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 if (m->winddir)
1417 fprintf (freezer, "winddir %d\n", m->winddir);
1418 if (m->sky)
1419 fprintf (freezer, "sky %d\n", m->sky);
1420 if (m->nosmooth)
1421 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422
1423 /* Save any tiling information, except on overlays */
1424 if (flag != 2)
1425 for (i = 0; i < 4; i++)
1426 if (m->tile_path[i])
1427 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428
1429 freezer.put (m);
1430 fprintf (freezer, "end\n");
1431
1432 /* In the game save unique items in the different file, but
1433 * in the editor save them to the normal map file.
1434 * If unique map, save files in the proper destination (set by
1435 * player)
1436 */
1437 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438 {
1439 object_freezer unique;
1440
1441 if (flag == 2)
1442 save_objects (m, freezer, unique, 2);
1443 else
1444 save_objects (m, freezer, unique, 0);
1445
1446 sprintf (buf, "%s.v00", create_items_path (m->path));
1447
1448 unique.save (buf);
1449 }
1450 else
1451 { /* save same file when not playing, like in editor */
1452 save_objects (m, freezer, freezer, 0);
1453 }
1454
1455 freezer.save (filename);
1456
1457 return 0;
1458}
1459
1460
1461/*
1462 * Remove and free all objects in the inventory of the given object.
1463 * object.c ?
1464 */
1465 820
1466void 821void
1467clean_object (object *op) 822maptile::clear_header ()
1468{ 823{
1469 object *tmp, *next; 824 name = 0;
825 msg = 0;
826 maplore = 0;
827 shoprace = 0;
828 delete [] shopitems, shopitems = 0;
1470 829
1471 for (tmp = op->inv; tmp; tmp = next) 830 for (int i = 0; i < 4; i++)
1472 { 831 tile_path [i] = 0;
1473 next = tmp->below;
1474
1475 clean_object (tmp);
1476 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477 remove_button_link (tmp);
1478
1479 tmp->destroy ();
1480 }
1481} 832}
1482 833
1483/* 834maptile::~maptile ()
1484 * Remove and free all objects in the given map. 835{
1485 */ 836 assert (destroyed ());
837}
1486 838
1487void 839void
1488free_all_objects (maptile *m) 840maptile::clear_links_to (maptile *m)
1489{ 841{
1490 int i, j;
1491 object *op;
1492
1493 for (i = 0; i < MAP_WIDTH (m); i++)
1494 for (j = 0; j < MAP_HEIGHT (m); j++)
1495 {
1496 object *previous_obj = NULL;
1497
1498 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499 {
1500 if (op == previous_obj)
1501 {
1502 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503 break;
1504 }
1505
1506 previous_obj = op;
1507
1508 if (op->head != NULL)
1509 op = op->head;
1510
1511 /* If the map isn't in memory, free_object will remove and
1512 * free objects in op's inventory. So let it do the job.
1513 */
1514 if (m->in_memory == MAP_IN_MEMORY)
1515 clean_object (op);
1516
1517 op->destroy ();
1518 }
1519 }
1520}
1521
1522/*
1523 * Frees everything allocated by the given maptileure.
1524 * don't free tmpname - our caller is left to do that
1525 */
1526
1527void
1528free_map (maptile *m, int flag)
1529{
1530 int i;
1531
1532 if (!m->in_memory)
1533 {
1534 LOG (llevError, "Trying to free freed map.\n");
1535 return;
1536 }
1537 if (flag && m->spaces)
1538 free_all_objects (m);
1539 if (m->name)
1540 FREE_AND_CLEAR (m->name);
1541 if (m->spaces)
1542 FREE_AND_CLEAR (m->spaces);
1543 if (m->msg)
1544 FREE_AND_CLEAR (m->msg);
1545 if (m->maplore)
1546 FREE_AND_CLEAR (m->maplore);
1547 if (m->shopitems)
1548 delete[]m->shopitems;
1549 m->shopitems = 0;
1550 if (m->shoprace)
1551 FREE_AND_CLEAR (m->shoprace);
1552 if (m->buttons)
1553 free_objectlinkpt (m->buttons);
1554 m->buttons = NULL;
1555 for (i = 0; i < 4; i++)
1556 {
1557 if (m->tile_path[i])
1558 FREE_AND_CLEAR (m->tile_path[i]);
1559 m->tile_map[i] = NULL;
1560 }
1561 m->in_memory = MAP_SWAPPED;
1562}
1563
1564/*
1565 * function: vanish maptile
1566 * m : pointer to maptile, if NULL no action
1567 * this deletes all the data on the map (freeing pointers)
1568 * and then removes this map from the global linked list of maps.
1569 */
1570
1571void
1572delete_map (maptile *m)
1573{
1574 maptile *tmp, *last;
1575 int i;
1576
1577 if (!m)
1578 return;
1579
1580 m->clear ();
1581
1582 if (m->in_memory == MAP_IN_MEMORY)
1583 {
1584 /* change to MAP_SAVING, even though we are not,
1585 * so that remove_ob doesn't do as much work.
1586 */
1587 m->in_memory = MAP_SAVING;
1588 free_map (m, 1);
1589 }
1590 /* move this out of free_map, since tmpname can still be needed if
1591 * the map is swapped out.
1592 */
1593 if (m->tmpname)
1594 {
1595 free (m->tmpname);
1596 m->tmpname = NULL;
1597 }
1598 last = NULL;
1599 /* 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
1600 * are pointing at this one for tiling information. Since 843 * are pointing at this one for tiling information. Since
1601 * 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
1602 * maps this map tiles with and clears those. 845 * maps this map tiles with and clears those.
1603 */ 846 */
1604 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1605 {
1606 if (tmp->next == m)
1607 last = tmp;
1608
1609 /* This should hopefully get unrolled on a decent compiler */
1610 for (i = 0; i < 4; i++) 847 for (int i = 0; i < 4; i++)
1611 if (tmp->tile_map[i] == m) 848 if (tile_map[i] == m)
1612 tmp->tile_map[i] = NULL; 849 tile_map[i] = 0;
1613 } 850}
1614 851
1615 /* If last is null, then this should be the first map in the list */ 852void
853maptile::do_destroy ()
854{
855 attachable::do_destroy ();
856
857 clear ();
858}
859
860/* decay and destroy perishable items in a map */
861void
862maptile::do_decay_objects ()
863{
1616 if (!last) 864 if (!spaces)
865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
1617 { 869 {
1618 if (m == first_map) 870 above = op->above;
1619 first_map = m->next; 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 }
1620 else 903 else
1621 /* m->path is a static char, so should hopefully still have
1622 * some useful data in it.
1623 */
1624 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1625 }
1626 else
1627 last->next = m->next;
1628
1629 delete m;
1630}
1631
1632
1633
1634/*
1635 * Makes sure the given map is loaded and swapped in.
1636 * name is path name of the map.
1637 * flags meaning:
1638 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1639 * and don't do unique items or the like.
1640 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1641 * dont do any more name translation on it.
1642 *
1643 * Returns a pointer to the given map.
1644 */
1645
1646maptile *
1647ready_map_name (const char *name, int flags)
1648{
1649 maptile *m;
1650
1651 if (!name)
1652 return (NULL);
1653
1654 /* Have we been at this level before? */
1655 m = has_been_loaded (name);
1656
1657 /* Map is good to go, so just return it */
1658 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1659 {
1660 return m;
1661 }
1662
1663 /* unique maps always get loaded from their original location, and never
1664 * a temp location. Likewise, if map_flush is set, or we have never loaded
1665 * this map, load it now. I removed the reset checking from here -
1666 * it seems the probability of a player trying to enter a map that should
1667 * reset but hasn't yet is quite low, and removing that makes this function
1668 * a bit cleaner (and players probably shouldn't rely on exact timing for
1669 * resets in any case - if they really care, they should use the 'maps command.
1670 */
1671 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1672 {
1673
1674 /* first visit or time to reset */
1675 if (m)
1676 { 904 {
1677 clean_tmp_map (m); /* Doesn't make much difference */ 905 int mat = op->materials;
1678 delete_map (m); 906
907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
1679 } 919 }
1680 920
1681 /* create and load a map */ 921 /* adjust overall chance below */
1682 if (flags & MAP_PLAYER_UNIQUE) 922 if (destroy && rndm (0, 1))
1683 LOG (llevDebug, "Trying to load map %s.\n", name); 923 op->destroy ();
1684 else
1685 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1686
1687 //eval_pv ("$x = Event::time", 1);//D
1688 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1689 return (NULL);
1690 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1691
1692 fix_auto_apply (m); /* Chests which open as default */
1693
1694 /* If a player unique map, no extra unique object file to load.
1695 * if from the editor, likewise.
1696 */
1697 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1698 load_unique_objects (m);
1699
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1701 {
1702 m = load_overlay_map (name, m);
1703 if (m == NULL)
1704 return NULL;
1705 } 924 }
1706
1707 if (flags & MAP_PLAYER_UNIQUE)
1708 INVOKE_MAP (SWAPIN, m);
1709
1710 }
1711 else
1712 {
1713 /* If in this loop, we found a temporary map, so load it up. */
1714
1715 m = load_temporary_map (m);
1716 if (m == NULL)
1717 return NULL;
1718 load_unique_objects (m);
1719
1720 clean_tmp_map (m);
1721 m->in_memory = MAP_IN_MEMORY;
1722 /* tempnam() on sun systems (probably others) uses malloc
1723 * to allocated space for the string. Free it here.
1724 * In some cases, load_temporary_map above won't find the
1725 * temporary map, and so has reloaded a new map. If that
1726 * is the case, tmpname is now null
1727 */
1728 if (m->tmpname)
1729 free (m->tmpname);
1730 m->tmpname = NULL;
1731 /* It's going to be saved anew anyway */
1732 }
1733
1734 /* Below here is stuff common to both first time loaded maps and
1735 * temp maps.
1736 */
1737
1738 decay_objects (m); /* start the decay */
1739 /* In case other objects press some buttons down */
1740 update_buttons (m);
1741 if (m->outdoor)
1742 set_darkness_map (m);
1743 /* run the weather over this map */
1744 weather_effect (name);
1745 return m;
1746} 925}
1747
1748 926
1749/* 927/*
1750 * 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.
1751 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1752 * 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.
1753 * 931 *
1754 * 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
1755 * 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
1756 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1757 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1758 */ 936 */
1759
1760int 937int
1761calculate_difficulty (maptile *m) 938maptile::estimate_difficulty () const
1762{ 939{
1763 object *op;
1764 archetype *at;
1765 int x, y, i;
1766 long monster_cnt = 0; 940 long monster_cnt = 0;
1767 double avgexp = 0; 941 double avgexp = 0;
1768 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1769 943
1770 if (MAP_DIFFICULTY (m)) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1771 { 945 for (object *op = ms->bot; op; op = op->above)
1772 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1773 return MAP_DIFFICULTY (m);
1774 }
1775
1776 for (x = 0; x < MAP_WIDTH (m); x++)
1777 for (y = 0; y < MAP_HEIGHT (m); y++)
1778 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1779 { 946 {
1780 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (QUERY_FLAG (op, FLAG_MONSTER))
1781 { 948 {
1782 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1783 monster_cnt++; 950 monster_cnt++;
1784 } 951 }
1785 952
1786 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1787 { 954 {
1788 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1789 at = type_to_archetype (GENERATE_TYPE (op));
1790 956
1791 if (at != NULL) 957 if (archetype *at = op->other_arch)
958 {
1792 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1793
1794 monster_cnt++; 960 monster_cnt++;
1795 } 961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1796 } 968 }
969 }
1797 970
1798 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1799 972
1800 for (i = 1; i <= settings.max_level; i++) 973 for (int i = 1; i <= settings.max_level; i++)
1801 {
1802 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))
1803 {
1804 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1805 return i; 975 return i;
1806 }
1807 }
1808 976
1809 return 1; 977 return 1;
1810}
1811
1812void
1813clean_tmp_map (maptile *m)
1814{
1815 if (m->tmpname == NULL)
1816 return;
1817 INVOKE_MAP (CLEAN, m);
1818 (void) unlink (m->tmpname);
1819}
1820
1821void
1822free_all_maps (void)
1823{
1824 int real_maps = 0;
1825
1826 while (first_map)
1827 {
1828 /* I think some of the callers above before it gets here set this to be
1829 * saving, but we still want to free this data
1830 */
1831 if (first_map->in_memory == MAP_SAVING)
1832 first_map->in_memory = MAP_IN_MEMORY;
1833 delete_map (first_map);
1834 real_maps++;
1835 }
1836 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1837} 978}
1838 979
1839/* change_map_light() - used to change map light level (darkness) 980/* change_map_light() - used to change map light level (darkness)
1840 * up or down. Returns true if successful. It should now be 981 * up or down. Returns true if successful. It should now be
1841 * possible to change a value by more than 1. 982 * possible to change a value by more than 1.
1842 * 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
1843 * to maps than los. 984 * to maps than los.
1844 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1845 */ 986 */
1846
1847int 987int
1848change_map_light (maptile *m, int change) 988maptile::change_map_light (int change)
1849{ 989{
1850 int new_level = m->darkness + change;
1851
1852 /* Nothing to do */ 990 /* Nothing to do */
1853 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 991 if (!change)
1854 {
1855 return 0; 992 return 0;
1856 }
1857 993
1858 /* inform all players on the map */ 994 /* inform all players on the map */
1859 if (change > 0) 995 if (change > 0)
1860 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1861 else 997 else
1862 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1863 999
1864 /* Do extra checking. since m->darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1865 * we need to be extra careful about negative values.
1866 * In general, the checks below are only needed if change
1867 * is not +/-1
1868 */
1869 if (new_level < 0)
1870 m->darkness = 0;
1871 else if (new_level >= MAX_DARKNESS)
1872 m->darkness = MAX_DARKNESS;
1873 else
1874 m->darkness = new_level;
1875 1001
1876 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1877 update_all_map_los (m); 1003 update_all_map_los (this);
1004
1878 return 1; 1005 return 1;
1879} 1006}
1880
1881 1007
1882/* 1008/*
1883 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1884 * on the map (what it looks like, whether it blocks magic, 1010 * on the map (what it looks like, whether it blocks magic,
1885 * has a living creatures, prevents people from passing 1011 * has a living creatures, prevents people from passing
1886 * through, etc) 1012 * through, etc)
1887 */ 1013 */
1888void 1014void
1889update_position (maptile *m, int x, int y) 1015mapspace::update_ ()
1890{ 1016{
1891 object *tmp, *last = NULL; 1017 object *last = 0;
1892 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1893 New_Face *top, *floor, *middle; 1019 sint8 light = 0;
1894 object *top_obj, *floor_obj, *middle_obj;
1895 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;
1896 1025
1897 oldflags = GET_MAP_FLAGS (m, x, y); 1026 //object *middle = 0;
1898 if (!(oldflags & P_NEED_UPDATE)) 1027 //object *top = 0;
1899 { 1028 //object *floor = 0;
1900 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1029 // this seems to generate better code than using locals, above
1901 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)
1902 } 1037 {
1903 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1904 middle = blank_face;
1905 top = blank_face;
1906 floor = blank_face;
1907
1908 middle_obj = NULL;
1909 top_obj = NULL;
1910 floor_obj = NULL;
1911
1912 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1913 {
1914
1915 /* This could be made additive I guess (two lights better than
1916 * one). But if so, it shouldn't be a simple additive - 2
1917 * light bulbs do not illuminate twice as far as once since
1918 * it is a disapation factor that is squared (or is it cubed?)
1919 */
1920 if (tmp->glow_radius > light)
1921 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1922 1040
1923 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1924 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1925 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1926 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1927 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1928 * 1046 *
1929 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1930 */ 1048 */
1931 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1932 { 1050 {
1933 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1934 {
1935 top = tmp->face;
1936 top_obj = tmp; 1052 top = tmp;
1937 } 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1938 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 { 1054 {
1940 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1941 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1942 */ 1057 */
1943 middle = blank_face; 1058 middle = 0;
1944 top = blank_face; 1059 top = 0;
1945 floor = tmp->face;
1946 floor_obj = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1947 } 1063 }
1948 /* Flag anywhere have high priority */ 1064 else
1949 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1950 { 1065 {
1951 middle = tmp->face; 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1952 1071
1953 middle_obj = tmp; 1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1954 anywhere = 1; 1074 anywhere = tmp;
1955 } 1075
1956 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1957 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1958 * top 1078 * top
1959 */ 1079 */
1960 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1961 { 1081 {
1962 middle = tmp->face; 1082 middle_visibility = ::faces [tmp->face].visibility;
1963 middle_obj = tmp; 1083 middle = tmp;
1084 }
1964 } 1085 }
1965 } 1086 }
1966 if (tmp == tmp->above)
1967 {
1968 LOG (llevError, "Error in structure of map\n");
1969 exit (-1);
1970 }
1971 1087
1972 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1973 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1974 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1975 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1976 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1977 1093
1978 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1094 allflags |= tmp->flag;
1979 flags |= P_IS_ALIVE; 1095
1980 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1981 flags |= P_NO_MAGIC;
1982 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1983 flags |= P_NO_CLERIC;
1984 if (tmp->type == SAFE_GROUND) 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1985 flags |= P_SAFE;
1986
1987 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1988 flags |= P_BLOCKSVIEW;
1989 } /* for stack of objects */
1990
1991 /* we don't want to rely on this function to have accurate flags, but
1992 * since we're already doing the work, we calculate them here.
1993 * if they don't match, logic is broken someplace.
1994 */
1995 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1996 { 1098 }
1997 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1099
1998 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1100 // FLAG_SEE_ANYWHERE takes precedence
1999 } 1101 if (anywhere)
2000 SET_MAP_FLAGS (m, x, y, flags); 1102 middle = anywhere;
2001 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1103
2002 SET_MAP_MOVE_ON (m, x, y, move_on); 1104 // ORing all flags together and checking them here is much faster
2003 SET_MAP_MOVE_OFF (m, x, y, move_off); 1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2004 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 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
2005 1118
2006 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
2007 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
2008 * this point. 1121 * this point.
2009 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
2016 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
2017 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
2018 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
2019 */ 1132 */
2020 if (top == middle) 1133 if (top == middle)
2021 middle = blank_face; 1134 middle = 0;
2022 1135
2023 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
2024 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
2025 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
2026 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
2027 */ 1140 */
2028 1141
2029 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
2030 { 1143 {
2031 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
2032 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2033 break; 1146 break;
2034 1147
2035 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
2036 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
2037 break; 1150 break;
2038 1151
2039 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
2040 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
2041 { 1154 {
2042 /* Fill in top if needed */ 1155 /* Fill in top if needed */
2043 if (top == blank_face) 1156 if (!top)
2044 { 1157 {
2045 top = tmp->face;
2046 top_obj = tmp; 1158 top = tmp;
2047 if (top == middle) 1159 if (top == middle)
2048 middle = blank_face; 1160 middle = 0;
2049 } 1161 }
2050 else 1162 else
2051 { 1163 {
2052 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
2053 * middle is not set 1165 * middle is not set
2054 * 1166 *
2055 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
2056 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
2057 * 1169 *
2058 */ 1170 */
2059 if (tmp->face != top) 1171 if (tmp != top)
2060 { 1172 {
2061 middle = tmp->face;
2062 middle_obj = tmp; 1173 middle = tmp;
2063 break; 1174 break;
2064 } 1175 }
2065 } 1176 }
2066 } 1177 }
2067 } 1178 }
1179
2068 if (middle == floor) 1180 if (middle == floor)
2069 middle = blank_face; 1181 middle = 0;
1182
2070 if (top == middle) 1183 if (top == middle)
2071 middle = blank_face; 1184 middle = 0;
2072 SET_MAP_FACE (m, x, y, top, 0);
2073 if (top != blank_face)
2074 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2075 else
2076 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2077 SET_MAP_FACE (m, x, y, middle, 1);
2078 if (middle != blank_face)
2079 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2080 else
2081 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2082 SET_MAP_FACE (m, x, y, floor, 2);
2083 if (floor != blank_face)
2084 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2085 else
2086 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2087 SET_MAP_LIGHT (m, x, y, light);
2088}
2089 1185
2090 1186#if 0
2091void 1187 faces_obj [0] = top;
2092set_map_reset_time (maptile *map) 1188 faces_obj [1] = middle;
2093{ 1189 faces_obj [2] = floor;
2094 int timeout; 1190#endif
2095
2096 timeout = MAP_RESET_TIMEOUT (map);
2097 if (timeout <= 0)
2098 timeout = MAP_DEFAULTRESET;
2099 if (timeout >= MAP_MAXRESET)
2100 timeout = MAP_MAXRESET;
2101 MAP_WHEN_RESET (map) = seconds () + timeout;
2102} 1191}
2103 1192
2104/* this updates the orig_map->tile_map[tile_num] value after loading 1193maptile *
2105 * the map. It also takes care of linking back the freshly loaded 1194maptile::tile_available (int dir, bool load)
2106 * maps tile_map values if it tiles back to this one. It returns
2107 * the value of orig_map->tile_map[tile_num]. It really only does this
2108 * so that it is easier for calling functions to verify success.
2109 */
2110
2111static maptile *
2112load_and_link_tiled_map (maptile *orig_map, int tile_num)
2113{ 1195{
2114 int dest_tile = (tile_num + 2) % 4; 1196 if (tile_path[dir])
2115 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
2116 1200
2117 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
2118 1204
2119 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1205 return 0;
2120 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2121 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2122
2123 return orig_map->tile_map[tile_num];
2124} 1206}
2125 1207
2126/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
2127 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
2128 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
2129 * This is the function should always be used when it 1211 * This is the function should always be used when it
2130 * necessary to check for valid coordinates. 1212 * necessary to check for valid coordinates.
2131 * This function will recursively call itself for the 1213 * This function will recursively call itself for the
2132 * tiled maps. 1214 * tiled maps.
2133 *
2134 *
2135 */ 1215 */
2136int 1216int
2137out_of_map (maptile *m, int x, int y) 1217out_of_map (maptile *m, int x, int y)
2138{ 1218{
2139
2140 /* If we get passed a null map, this is obviously the 1219 /* If we get passed a null map, this is obviously the
2141 * case. This generally shouldn't happen, but if the 1220 * case. This generally shouldn't happen, but if the
2142 * map loads fail below, it could happen. 1221 * map loads fail below, it could happen.
2143 */ 1222 */
2144 if (!m) 1223 if (!m)
2145 return 0; 1224 return 0;
2146 1225
2147 if (x < 0) 1226 if (x < 0)
2148 { 1227 {
2149 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
2150 return 1; 1229 return 1;
2151 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1230
2152 {
2153 load_and_link_tiled_map (m, 3);
2154 }
2155 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2156 }
2157 if (x >= MAP_WIDTH (m))
2158 { 1232 }
2159 if (!m->tile_path[1]) 1233
1234 if (x >= m->width)
1235 {
1236 if (!m->tile_available (1))
2160 return 1; 1237 return 1;
2161 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1238
2162 {
2163 load_and_link_tiled_map (m, 1);
2164 }
2165 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
2166 } 1240 }
1241
2167 if (y < 0) 1242 if (y < 0)
2168 { 1243 {
2169 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
2170 return 1; 1245 return 1;
2171 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1246
2172 {
2173 load_and_link_tiled_map (m, 0);
2174 }
2175 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2176 }
2177 if (y >= MAP_HEIGHT (m))
2178 { 1248 }
2179 if (!m->tile_path[2]) 1249
1250 if (y >= m->height)
1251 {
1252 if (!m->tile_available (2))
2180 return 1; 1253 return 1;
2181 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1254
2182 {
2183 load_and_link_tiled_map (m, 2);
2184 }
2185 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
2186 } 1256 }
2187 1257
2188 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
2189 * map. 1259 * map.
2190 */ 1260 */
2193 1263
2194/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
2195 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
2196 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
2197 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
2198 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
2199 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
2200 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
2201 */ 1271 */
2202maptile * 1272maptile *
2203get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1273maptile::xy_find (sint16 &x, sint16 &y)
2204{ 1274{
2205
2206 if (*x < 0) 1275 if (x < 0)
2207 { 1276 {
2208 if (!m->tile_path[3]) 1277 if (!tile_available (3))
2209 return NULL; 1278 return 0;
2210 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2211 load_and_link_tiled_map (m, 3);
2212 1279
2213 *x += MAP_WIDTH (m->tile_map[3]); 1280 x += tile_map[3]->width;
2214 return (get_map_from_coord (m->tile_map[3], x, y)); 1281 return tile_map[3]->xy_find (x, y);
2215 }
2216 if (*x >= MAP_WIDTH (m))
2217 { 1282 }
2218 if (!m->tile_path[1]) 1283
1284 if (x >= width)
1285 {
1286 if (!tile_available (1))
2219 return NULL; 1287 return 0;
2220 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2221 load_and_link_tiled_map (m, 1);
2222 1288
2223 *x -= MAP_WIDTH (m); 1289 x -= width;
2224 return (get_map_from_coord (m->tile_map[1], x, y)); 1290 return tile_map[1]->xy_find (x, y);
2225 } 1291 }
1292
2226 if (*y < 0) 1293 if (y < 0)
2227 { 1294 {
2228 if (!m->tile_path[0]) 1295 if (!tile_available (0))
2229 return NULL; 1296 return 0;
2230 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2231 load_and_link_tiled_map (m, 0);
2232 1297
2233 *y += MAP_HEIGHT (m->tile_map[0]); 1298 y += tile_map[0]->height;
2234 return (get_map_from_coord (m->tile_map[0], x, y)); 1299 return tile_map[0]->xy_find (x, y);
2235 }
2236 if (*y >= MAP_HEIGHT (m))
2237 { 1300 }
2238 if (!m->tile_path[2]) 1301
1302 if (y >= height)
1303 {
1304 if (!tile_available (2))
2239 return NULL; 1305 return 0;
2240 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2241 load_and_link_tiled_map (m, 2);
2242 1306
2243 *y -= MAP_HEIGHT (m); 1307 y -= height;
2244 return (get_map_from_coord (m->tile_map[2], x, y)); 1308 return tile_map[2]->xy_find (x, y);
2245 } 1309 }
2246 1310
2247 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
2248 * map. 1312 * map.
2249 */ 1313 */
2250
2251 return m; 1314 return this;
2252} 1315}
2253 1316
2254/** 1317/**
2255 * 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
2256 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
2257 */ 1320 */
2258static int 1321int
2259adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2260{ 1323{
2261 if (!map1 || !map2) 1324 if (!map1 || !map2)
2262 return 0; 1325 return 0;
2263 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!)
2264 if (map1 == map2) 1329 if (map1 == map2)
2265 { 1330 {
2266 *dx = 0; 1331 *dx = 0;
2267 *dy = 0; 1332 *dy = 0;
2268
2269 } 1333 }
2270 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_map[0] == map2)
2271 { /* up */ 1335 { /* up */
2272 *dx = 0; 1336 *dx = 0;
2273 *dy = -MAP_HEIGHT (map2); 1337 *dy = -map2->height;
2274 } 1338 }
2275 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_map[1] == map2)
2276 { /* right */ 1340 { /* right */
2277 *dx = MAP_WIDTH (map1); 1341 *dx = map1->width;
2278 *dy = 0; 1342 *dy = 0;
2279 } 1343 }
2280 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_map[2] == map2)
2281 { /* down */ 1345 { /* down */
2282 *dx = 0; 1346 *dx = 0;
2283 *dy = MAP_HEIGHT (map1); 1347 *dy = map1->height;
2284 } 1348 }
2285 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_map[3] == map2)
2286 { /* left */ 1350 { /* left */
2287 *dx = -MAP_WIDTH (map2); 1351 *dx = -map2->width;
2288 *dy = 0; 1352 *dy = 0;
2289
2290 } 1353 }
2291 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2292 { /* up right */ 1355 { /* up right */
2293 *dx = MAP_WIDTH (map1->tile_map[0]); 1356 *dx = map1->tile_map[0]->width;
2294 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1357 *dy = -map1->tile_map[0]->height;
2295 } 1358 }
2296 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2297 { /* up left */ 1360 { /* up left */
2298 *dx = -MAP_WIDTH (map2); 1361 *dx = -map2->width;
2299 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1362 *dy = -map1->tile_map[0]->height;
2300 } 1363 }
2301 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2302 { /* right up */ 1365 { /* right up */
2303 *dx = MAP_WIDTH (map1); 1366 *dx = map1->width;
2304 *dy = -MAP_HEIGHT (map2); 1367 *dy = -map2->height;
2305 } 1368 }
2306 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2307 { /* right down */ 1370 { /* right down */
2308 *dx = MAP_WIDTH (map1); 1371 *dx = map1->width;
2309 *dy = MAP_HEIGHT (map1->tile_map[1]); 1372 *dy = map1->tile_map[1]->height;
2310 } 1373 }
2311 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2312 { /* down right */ 1375 { /* down right */
2313 *dx = MAP_WIDTH (map1->tile_map[2]); 1376 *dx = map1->tile_map[2]->width;
2314 *dy = MAP_HEIGHT (map1); 1377 *dy = map1->height;
2315 } 1378 }
2316 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2317 { /* down left */ 1380 { /* down left */
2318 *dx = -MAP_WIDTH (map2); 1381 *dx = -map2->width;
2319 *dy = MAP_HEIGHT (map1); 1382 *dy = map1->height;
2320 } 1383 }
2321 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2322 { /* left up */ 1385 { /* left up */
2323 *dx = -MAP_WIDTH (map1->tile_map[3]); 1386 *dx = -map1->tile_map[3]->width;
2324 *dy = -MAP_HEIGHT (map2); 1387 *dy = -map2->height;
2325 } 1388 }
2326 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2327 { /* left down */ 1390 { /* left down */
2328 *dx = -MAP_WIDTH (map1->tile_map[3]); 1391 *dx = -map1->tile_map[3]->width;
2329 *dy = MAP_HEIGHT (map1->tile_map[3]); 1392 *dy = map1->tile_map[3]->height;
2330
2331 } 1393 }
2332 else 1394 else
2333 { /* not "adjacent" enough */
2334 return 0; 1395 return 0;
2335 }
2336 1396
2337 return 1; 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);
2338} 1415}
2339 1416
2340/* From map.c 1417/* From map.c
2341 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
2342 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
2343 * 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
2344 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
2345 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
2346 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
2347 * monster that is closest. 1424 * monster that is closest.
2348 * 1425 *
2349 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
2350 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
2355 * be unexpected 1432 * be unexpected
2356 * 1433 *
2357 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
2358 * closest body part of 'op1' 1435 * closest body part of 'op1'
2359 */ 1436 */
2360
2361void 1437void
2362get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2363{ 1439{
2364 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))
2365 { 1441 {
2366 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
2367 retval->distance = 100000; 1443 retval->distance = 10000;
2368 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
2369 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
2370 retval->direction = 0; 1446 retval->direction = 0;
2371 retval->part = 0; 1447 retval->part = 0;
2372 } 1448 }
2373 else 1449 else
2374 { 1450 {
2379 1455
2380 best = op1; 1456 best = op1;
2381 /* If this is multipart, find the closest part now */ 1457 /* If this is multipart, find the closest part now */
2382 if (!(flags & 0x1) && op1->more) 1458 if (!(flags & 0x1) && op1->more)
2383 { 1459 {
2384 object *tmp;
2385 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1460 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2386 1461
2387 /* 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
2388 * distance instead of doing all that work above again 1463 * distance instead of doing all that work above again
2389 * since the distance fields we set above are positive in the 1464 * since the distance fields we set above are positive in the
2390 * same axis as is used for multipart objects, the simply arithmetic 1465 * same axis as is used for multipart objects, the simply arithmetic
2391 * below works. 1466 * below works.
2392 */ 1467 */
2393 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2394 { 1469 {
2395 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) +
2396 (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);
2397 if (tmpi < best_distance) 1472 if (tmpi < best_distance)
2398 { 1473 {
2399 best_distance = tmpi; 1474 best_distance = tmpi;
2400 best = tmp; 1475 best = tmp;
2401 } 1476 }
2402 } 1477 }
1478
2403 if (best != op1) 1479 if (best != op1)
2404 { 1480 {
2405 retval->distance_x += op1->x - best->x; 1481 retval->distance_x += op1->x - best->x;
2406 retval->distance_y += op1->y - best->y; 1482 retval->distance_y += op1->y - best->y;
2407 } 1483 }
2408 } 1484 }
1485
2409 retval->part = best; 1486 retval->part = best;
2410 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));
2411 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1488 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2412 } 1489 }
2413} 1490}
2414 1491
2415/* 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
2420 * 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
2421 * 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
2422 * 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
2423 * field of the rv_vector is set to NULL. 1500 * field of the rv_vector is set to NULL.
2424 */ 1501 */
2425
2426void 1502void
2427get_rangevector_from_mapcoord (const maptile *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)
2428{ 1504{
2429 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))
2430 { 1506 {
2431 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
2432 retval->distance = 100000; 1508 retval->distance = 100000;
2438 else 1514 else
2439 { 1515 {
2440 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
2441 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
2442 1518
2443 retval->part = NULL; 1519 retval->part = 0;
2444 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));
2445 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2446 } 1522 }
2447} 1523}
2448 1524
2449/* 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
2450 * (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
2451 * 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
2452 * to op1, this will still return false. 1528 * to op1, this will still return false.
2453 * 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
2454 * and efficient. This could probably be a macro. 1530 * and efficient. This could probably be a macro.
2455 * MSW 2001-08-05 1531 * MSW 2001-08-05
2456 */ 1532 */
2459{ 1535{
2460 int dx, dy; 1536 int dx, dy;
2461 1537
2462 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
2463} 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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