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Comparing deliantra/server/common/map.C (file contents):
Revision 1.27 by root, Fri Sep 8 12:56:42 2006 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 2010 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.27 2006/09/08 12:56:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */
37 26
27#include "global.h"
28#include "loader.h"
38#include "path.h" 29#include "path.h"
39 30
31//+GPL
40 32
41extern int nrofallocobjects,nroffreeobjects; 33sint8 maptile::outdoor_darkness;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 34
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 40 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
244 */ 44 */
45int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 47{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 48 sint16 newx = x;
253 newy = y; 49 sint16 newy = y;
50
254 mp = get_map_from_coord(oldmap, &newx, &newy); 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 52
256 retval |= P_NEW_MAP; 53 if (!mp)
54 return P_OUT_OF_MAP;
55
257 if (newmap) *newmap = mp; 56 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 57 if (nx) *nx = newx;
259 if (ny) *ny = newy; 58 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 59
262 if (retval & P_SAFE) 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 61}
267
268 62
269/* 63/*
270 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 70 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 71 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 72 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 73 * by the caller.
280 */ 74 */
281 75int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 76blocked_link (object *ob, maptile *m, int sx, int sy)
283 object *tmp; 77{
284 int mflags, blocked;
285
286 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 79 * have already checked this.
288 */ 80 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->spaces[sx + m->width * sy].flags;
298 88
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
300 91
301 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 94 * things we need to do for players.
304 */ 95 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
306 98
307 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
313 */ 105 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
315 108
316 if(ob->head != NULL) 109 ob = ob->head_ ();
317 ob=ob->head;
318 110
319 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
323 */ 115 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 {
118 if (OB_MOVE_BLOCK (ob, tmp))
119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0))
122 return 1;
123 else
124 continue;
325 125
326 /* This must be before the checks below. Code for inventory checkers. */ 126 if (tmp->type == CHECK_INV)
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
328 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't
330 * pass through this space.
331 */ 127 {
332 if (tmp->last_sp) { 128 bool have = check_inv_recursive (ob, tmp);
333 if (check_inv_recursive(ob,tmp)==NULL) 129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
334 return 1; 132 return 1;
335 else
336 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 133 }
346 } /* if check_inv */ 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
143 }
144 else
145 return 1; // unconditional block
146
347 else { 147 } else {
348 /* Broke apart a big nasty if into several here to make 148 // space does not block the ob, directly, but
349 * this more readable. first check - if the space blocks 149 // anything alive that is not a door still
350 * movement, can't move here. 150 // blocks anything but wizards.
351 * second - if a monster, can't move there, unles it is a 151
352 * hidden dm 152 if (tmp->flag [FLAG_ALIVE]
353 */ 153 && tmp->head_ () != ob
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 && tmp != ob
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 155 && tmp->type != DOOR)
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 156 return 1;
358 } 157 }
359
360 } 158 }
159
361 return 0; 160 return 0;
362} 161}
363
364 162
365/* 163/*
366 * Returns true if the given object can't fit in the given spot. 164 * Returns qthe blocking object if the given object can't fit in the given
367 * This is meant for multi space objects - for single space objecs, 165 * spot. This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 166 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the 167 * of object. This function goes through all the parts of the multipart
370 * multipart object and makes sure they can be inserted. 168 * object and makes sure they can be inserted.
371 * 169 *
372 * While this doesn't call out of map, the get_map_flags does. 170 * While this doesn't call out of map, the get_map_flags does.
373 * 171 *
374 * This function has been used to deprecate arch_out_of_map - 172 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases, 173 * this function also does that check, and since in most cases,
386 * 184 *
387 * Note this used to be arch_blocked, but with new movement 185 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 186 * code, we need to have actual object to check its move_type
389 * against the move_block values. 187 * against the move_block values.
390 */ 188 */
391 189bool
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 190object::blocked (maptile *m, int x, int y) const
393 archetype *tmp; 191{
394 int flag; 192 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 } 193 {
194 mapxy pos (m, x + tmp->x, y + tmp->y);
405 195
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 196 if (!pos.normalise ())
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 197 return 1;
408 198
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 199 mapspace &ms = *pos;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 200
412 /* find_first_free_spot() calls this function. However, often 201 if (ms.flags () & P_IS_ALIVE)
413 * ob doesn't have any move type (when used to place exits) 202 return 1;
203
204 /* However, often ob doesn't have any move type
205 * (signifying non-moving objects)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 206 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 207 */
208 if (!move_type && ms.move_block != MOVE_ALL)
209 continue;
416 210
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* Note it is intentional that we check ob - the movement type of the 211 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 212 * head of the object should correspond for the entire object.
421 */ 213 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 214 if (ms.blocks (move_type))
423 return AB_NO_PASS; 215 return 1;
424
425 } 216 }
217
426 return 0; 218 return 0;
427} 219}
428 220
429/* When the map is loaded, load_object does not actually insert objects 221//-GPL
430 * into inventory, but just links them. What this does is go through
431 * and insert them properly.
432 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight.
434 */
435 222
436void fix_container(object *container) 223void
224maptile::set_object_flag (int flag, int value)
437{ 225{
438 object *tmp=container->inv, *next; 226 if (!spaces)
227 return;
439 228
440 container->inv=NULL; 229 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 while (tmp!=NULL) { 230 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
442 next = tmp->below; 231 tmp->flag [flag] = value;
443 if (tmp->inv)
444 fix_container(tmp);
445 (void) insert_ob_in_ob(tmp,container);
446 tmp = next;
447 }
448 /* sum_weight will go through and calculate what all the containers are
449 * carrying.
450 */
451 sum_weight(container);
452} 232}
233
234void
235maptile::post_load_original ()
236{
237 if (!spaces)
238 return;
239
240 set_object_flag (FLAG_OBJ_ORIGINAL);
241
242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244 INVOKE_OBJECT (RESET, tmp);
245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
453 261
454/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 263 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 264 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 265 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 266 */
460 267void
461static void link_multipart_objects(mapstruct *m) 268maptile::link_multipart_objects ()
462{ 269{
463 int x,y; 270 if (!spaces)
464 object *tmp, *op, *last, *above; 271 return;
465 archetype *at;
466 272
467 for(x=0;x<MAP_WIDTH(m);x++) 273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 274 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 275 object *op = ms->bot;
470 above=tmp->above; 276 while (op)
471 277 {
472 /* already multipart - don't do anything more */ 278 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 279 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */ 280 {
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 281 op->remove ();
479 op = arch_to_object(at); 282 op->expand_tail ();
480 283
481 /* update x,y coordinates */ 284 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
482 op->x += tmp->x; 285 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
483 op->y += tmp->y; 286 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
484 op->head = tmp; 287 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
485 op->map = m; 288
486 last->more = op; 289 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
487 op->name = tmp->name; 290 // so we have to reset the iteration through the mapspace
488 op->title = tmp->title; 291 }
489 /* we could link all the parts onto tmp, and then just 292 else
490 * call insert_ob_in_map once, but the effect is the same, 293 op = op->above;
491 * as insert_ob_in_map will call itself with each part, and 294 }
492 * the coding is simpler to just to it here with each part. 295 }
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497} 296}
498 297
298//-GPL
299
499/* 300/*
500 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 302 * file pointer.
502 * mapflags is the same as we get with load_original_map
503 */ 303 */
504void 304bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 305maptile::_load_objects (object_thawer &f)
506{ 306{
507 int i, j; 307 for (;;)
508 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp;
510
511 op = get_object ();
512 op->map = m; /* To handle buttons correctly */
513
514 while ((i = load_object (fp, op, mapflags)))
515 { 308 {
516 /* if the archetype for the object is null, means that we 309 coroapi::cede_to_tick (); // cede once in a while
517 * got an invalid object. Don't do anything with it - the game 310
518 * or editor will not be able to do anything with it either. 311 switch (f.kw)
519 */
520 if (op->arch == NULL)
521 { 312 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 313 case KW_arch:
523 op->name ? (const char *) op->name : "(null)"); 314 if (object *op = object::read (f, this))
315 {
316 // TODO: why?
317 if (op->inv)
318 op->update_weight ();
319
320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
321 {
322 // we insert manually because
323 // a) its way faster
324 // b) we remove manually, too, and there are good reasons for that
325 // c) it's correct
326 mapspace &ms = at (op->x, op->y);
327
328 op->flag [FLAG_REMOVED] = false;
329
330 op->above = 0;
331 op->below = ms.top;
332
333 *(ms.top ? &ms.top->above : &ms.bot) = op;
334
335 ms.top = op;
336 ms.flags_ = 0;
337 }
338 else
339 {
340 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
341 op->destroy ();
342 }
343 }
344
524 continue; 345 continue;
525 }
526 346
527
528 switch (i)
529 {
530 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541
542 if (op->inv)
543 sum_weight (op);
544
545 prev = op, last_more = op;
546 break;
547
548 case LL_MORE: 347 case KW_EOF:
549 insert_ob_in_map (op, m, op, 348 return true;
550 INS_NO_MERGE | INS_NO_WALK_ON | 349
551 INS_ABOVE_FLOOR_ONLY); 350 default:
552 op->head = prev, last_more->more = op, last_more = op; 351 if (!f.parse_error ("map file"))
352 return false;
553 break; 353 break;
554 } 354 }
555 355
556 if (mapflags & MAP_STYLE) 356 f.next ();
557 remove_from_active_list (op);
558
559 op = get_object ();
560 op->map = m;
561 }
562
563 for (i = 0; i < m->width; i++)
564 { 357 }
565 for (j = 0; j < m->height; j++) 358
359 return true;
360}
361
362void
363maptile::activate ()
364{
365 if (spaces)
366 for (mapspace *ms = spaces + size (); ms-- > spaces; )
367 for (object *op = ms->bot; op; op = op->above)
368 op->activate_recursive ();
369}
370
371void
372maptile::deactivate ()
373{
374 if (spaces)
375 for (mapspace *ms = spaces + size (); ms-- > spaces; )
376 for (object *op = ms->bot; op; op = op->above)
377 op->deactivate_recursive ();
378}
379
380bool
381maptile::_save_objects (object_freezer &f, int flags)
382{
383 coroapi::cede_to_tick ();
384
385 if (flags & IO_HEADER)
386 _save_header (f);
387
388 if (!spaces)
389 return false;
390
391 for (int i = 0; i < size (); ++i)
392 {
393 bool unique = 0;
394
395 for (object *op = spaces [i].bot; op; op = op->above)
566 { 396 {
567 unique = 0; 397 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
568 /* check for unique items, or unique squares */ 398
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 399 if (expect_false (!op->can_map_save ()))
400 continue;
401
402 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
570 { 403 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 404 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 405 op->write (f);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 406 }
407 else if (expect_true (flags & IO_OBJECTS))
408 op->write (f);
577 } 409 }
578 } 410 }
579 411
580 free_object (op); 412 coroapi::cede_to_tick ();
581 link_multipart_objects (m);
582}
583 413
584/* This saves all the objects on the map in a non destructive fashion. 414 return true;
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 415}
586 * and we only save the head of multi part objects - this is needed 416
587 * in order to do map tiling properly. 417bool
418maptile::_save_objects (const char *path, int flags)
419{
420 object_freezer freezer;
421
422 if (!_save_objects (freezer, flags))
423 return false;
424
425 return freezer.save (path);
426}
427
428maptile::maptile ()
429{
430 in_memory = MAP_SWAPPED;
431
432 /* The maps used to pick up default x and y values from the
433 * map archetype. Mimic that behaviour.
588 */ 434 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 435 width = 16;
590 int i, j = 0,unique=0; 436 height = 16;
591 object *op; 437 timeout = 300;
592 /* first pass - save one-part objects */ 438 max_items = MAX_ITEM_PER_ACTION;
593 for(i = 0; i < MAP_WIDTH(m); i++) 439 max_volume = 2000000; // 2m³
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 440}
595 unique=0;
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 441
600 if(op->type == PLAYER) { 442maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 443{
602 continue; 444 in_memory = MAP_SWAPPED;
603 }
604 445
605 if (op->head || op->owner) 446 width = w;
606 continue; 447 height = h;
448 reset_timeout = 0;
449 timeout = 300;
450 enter_x = 0;
451 enter_y = 0;
607 452
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 453 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 454}
619 455
620/* 456/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 457 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 458 * This basically allocates the dynamic array of spaces for the
655 * map. 459 * map.
656 */ 460 */
657 461void
658void allocate_map(mapstruct *m) { 462maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 463{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 464 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 465 return;
466
467 spaces = salloc0<mapspace> (size ());
685} 468}
469
470//+GPL
686 471
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 473 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 474 * at a later date.
690 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
691 */ 476 */
692 477static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 478parse_shop_string (const char *input_string)
479{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 480 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 481 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 482 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 483 const typedata *current_type;
698 484
699 shop_string=strdup_local(input_string); 485 shop_string = strdup (input_string);
700 p=shop_string; 486 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 487 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 488 while (p)
489 {
703 p=strchr(p, ';'); 490 p = strchr (p, ';');
704 number_of_entries++; 491 number_of_entries++;
705 if (p) p++; 492 if (p)
493 p++;
706 } 494 }
495
707 p=shop_string; 496 p = shop_string;
708 strip_endline(p); 497 strip_endline (p);
709 items = new shopitems [number_of_entries + 1]; 498 items = new shopitems[number_of_entries + 1];
710 for (i=0; i<number_of_entries; i++) { 499 for (i = 0; i < number_of_entries; i++)
500 {
711 if (!p) { 501 if (!p)
502 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 503 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 504 break;
714 } 505 }
506
715 next_semicolon=strchr(p, ';'); 507 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 508 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 509 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 510 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 511 items[i].strength = atoi (strchr (p, ':') + 1);
512
513 if (isdigit (*p) || *p == '*')
720 514 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 515 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 516 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 517 if (current_type)
518 {
725 items[i].name=current_type->name; 519 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 520 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 521 }
745 } 522 }
523 else
524 { /*we have a named type, let's figure out what it is */
525 q = strpbrk (p, ";:");
526 if (q)
527 *q = '\0';
528
529 current_type = get_typedata_by_name (p);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].typenum = current_type->number;
534 items[i].name_pl = current_type->name_pl;
535 }
536 else
537 { /* oh uh, something's wrong, let's free up this one, and try
538 * the next entry while we're at it, better print a warning
539 */
540 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
541 }
542 }
543
746 items[i].index=number_of_entries; 544 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 545 if (next_semicolon)
546 p = ++next_semicolon;
547 else
748 else p=NULL; 548 p = NULL;
749 } 549 }
550
750 free(shop_string); 551 free (shop_string);
751 return items; 552 return items;
752} 553}
753 554
754/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
756static void print_shop_string(mapstruct *m, char *output_string) { 557static const char *
757 int i; 558print_shop_string (maptile *m)
758 char tmp[MAX_BUF]; 559{
759 strcpy(output_string, ""); 560 static dynbuf_text buf; buf.clear ();
561
760 for (i=0; i< m->shopitems[0].index; i++) { 562 for (int i = 0; i < m->shopitems[0].index; i++)
563 {
761 if (m->shopitems[i].typenum) { 564 if (m->shopitems[i].typenum)
565 {
762 if (m->shopitems[i].strength) { 566 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 568 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
766 } 570 }
767 else { 571 else
572 {
768 if (m->shopitems[i].strength) { 573 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
770 } 575 else
771 else sprintf(tmp, "*"); 576 buf.printf ("*");
772 } 577 }
773 strcat(output_string, tmp);
774 } 578 }
579
580 return buf;
775} 581}
582
583//-GPL
776 584
777/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
779 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
780 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
782 * put all the stuff in the map object so that names actually make 590 * put all the stuff in the map object so that names actually make
783 * sense. 591 * sense.
784 * This could be done in lex (like the object loader), but I think 592 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 593 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 594 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 595 */
789 596bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 597maptile::_load_header (object_thawer &thawer)
791{ 598{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 599 for (;;)
793 int msgpos=0; 600 {
794 int maplorepos=0; 601 switch (thawer.kw)
795
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 buf[HUGE_BUF-1] = 0;
798 key = buf;
799 while (isspace(*key)) key++;
800 if (*key == 0) continue; /* empty line */
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 602 {
603 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg);
605 break;
820 606
821 if (!end) { 607 case KW_lore: // CF+ extension
822 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 608 thawer.get_ml (KW_endlore, maplore);
823 buf); 609 break;
610
611 case KW_maplore:
612 thawer.get_ml (KW_endmaplore, maplore);
613 break;
614
615 case KW_arch:
616 if (strcmp (thawer.get_str (), "map"))
617 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618 break;
619
620 case KW_oid:
621 thawer.get (this, thawer.get_sint32 ());
622 break;
623
624 case KW_file_format_version: break; // nop
625
626 case KW_name: thawer.get (name); break;
627 case KW_attach: thawer.get (attach); break;
628 case KW_reset_time: thawer.get (reset_time); break;
629 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break;
634
635 case KW_per_player: thawer.get (per_player); break;
636 case KW_per_party: thawer.get (per_party); break;
637 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break;
639
640 case KW_region: default_region = region::find (thawer.get_str ()); break;
641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
642
643 // old names new names
644 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
645 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
646 case KW_x: case KW_width: thawer.get (width); break;
647 case KW_y: case KW_height: thawer.get (height); break;
648 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
649 case KW_value: case KW_swap_time: thawer.get (timeout); break;
650 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
651 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
652 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
653
654 case KW_tile_path_1: thawer.get (tile_path [0]); break;
655 case KW_tile_path_2: thawer.get (tile_path [1]); break;
656 case KW_tile_path_3: thawer.get (tile_path [2]); break;
657 case KW_tile_path_4: thawer.get (tile_path [3]); break;
658
659 case KW_ERROR:
660 set_key_text (thawer.kw_str, thawer.value);
661 break;
662
663 case KW_end:
664 thawer.next ();
824 return 1; 665 return true;
825 }
826 666
827 /* key is the field name, value is what it should be set 667 default:
828 * to. We've already done the work to null terminate key, 668 if (!thawer.parse_error ("map", 0))
829 * and strip off any leading spaces for both of these. 669 return false;
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break; 670 break;
873 } 671 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = value;
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949 672
950 if (tile<1 || tile>4) { 673 thawer.next ();
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 674 }
1015 if (flags & MAP_PLAYER_UNIQUE)
1016 strcpy(pathname, filename);
1017 else if (flags & MAP_OVERLAY)
1018 strcpy(pathname, create_overlay_pathname(filename));
1019 else
1020 strcpy(pathname, create_pathname(filename));
1021 675
1022 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 676 abort ();
1023
1024 object_thawer thawer (pathname);
1025
1026 if (!thawer)
1027 return 0;
1028
1029 m = get_linked_map();
1030
1031 strcpy (m->path, filename);
1032 if (load_map_header(thawer, m)) {
1033 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1034 filename, flags);
1035 delete_map(m);
1036 return NULL;
1037 }
1038
1039 allocate_map(m);
1040
1041 m->in_memory=MAP_LOADING;
1042 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1043
1044 m->in_memory=MAP_IN_MEMORY;
1045 if (!MAP_DIFFICULTY(m))
1046 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1047 set_map_reset_time(m);
1048 m->instantiate ();
1049 return (m);
1050} 677}
1051 678
1052/* 679//+GPL
1053 * Loads a map, which has been loaded earlier, from file.
1054 * Return the map object we load into (this can change from the passed
1055 * option if we can't find the original map)
1056 */
1057
1058static mapstruct *load_temporary_map(mapstruct *m) {
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m;
1098}
1099
1100/*
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130}
1131 680
1132/****************************************************************************** 681/******************************************************************************
1133 * This is the start of unique map handling code 682 * This is the start of unique map handling code
1134 *****************************************************************************/ 683 *****************************************************************************/
1135 684
1136/* This goes through map 'm' and removed any unique items on the map. */ 685/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 686void
687maptile::clear_unique_items ()
1138{ 688{
1139 int i,j,unique; 689 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 690 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 691 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 692 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 693 {
694 object *above = op->above;
695
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 697 unique = 1;
698
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op); 700 op->destroy ();
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 701
1152 remove_button_link(op); 702 op = above;
1153 remove_ob(op);
1154 free_object(op);
1155 }
1156 }
1157 } 703 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_objects (m, thawer, 0);
1185
1186 m->in_memory=MAP_IN_MEMORY;
1187}
1188
1189
1190/*
1191 * Saves a map to file. If flag is set, it is saved into the same
1192 * file it was (originally) loaded from. Otherwise a temporary
1193 * filename will be genarated, and the file will be stored there.
1194 * The temporary filename will be stored in the mapstructure.
1195 * If the map is unique, we also save to the filename in the map
1196 * (this should have been updated when first loaded)
1197 */
1198
1199int
1200new_save_map (mapstruct * m, int flag)
1201{
1202 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1203 int i;
1204
1205 if (flag && !*m->path)
1206 { 704 }
1207 LOG (llevError, "Tried to save map without path.\n"); 705}
1208 return -1;
1209 }
1210 706
1211 if (flag || (m->unique) || (m->templatemap)) 707//-GPL
1212 {
1213 if (!m->unique && !m->templatemap)
1214 { /* flag is set */
1215 if (flag == 2)
1216 strcpy (filename, create_overlay_pathname (m->path));
1217 else
1218 strcpy (filename, create_pathname (m->path));
1219 }
1220 else
1221 strcpy (filename, m->path);
1222 708
1223 make_path_to_file (filename); 709bool
1224 } 710maptile::_save_header (object_freezer &freezer)
1225 else 711{
1226 { 712#define MAP_OUT(k) freezer.put (KW(k), k)
1227 if (!m->tmpname) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
1228 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1229 714
1230 strcpy (filename, m->tmpname); 715 MAP_OUT2 (arch, CS(map));
1231 }
1232 716
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 717 if (name) MAP_OUT (name);
1234 m->in_memory = MAP_SAVING; 718 MAP_OUT (swap_time);
719 MAP_OUT (reset_time);
720 MAP_OUT (reset_timeout);
721 MAP_OUT (fixed_resettime);
722 MAP_OUT (no_reset);
723 MAP_OUT (no_drop);
724 MAP_OUT (difficulty);
725 if (default_region) MAP_OUT2 (region, default_region->name);
1235 726
727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
728 MAP_OUT (shopgreed);
729 MAP_OUT (shopmin);
730 MAP_OUT (shopmax);
731 if (shoprace) MAP_OUT (shoprace);
732
733 MAP_OUT (width);
734 MAP_OUT (height);
735 MAP_OUT (enter_x);
736 MAP_OUT (enter_y);
737 MAP_OUT (darkness);
738 MAP_OUT (outdoor);
739
740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
742
743 MAP_OUT (per_player);
744 MAP_OUT (per_party);
745
746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
750
751 freezer.put (this);
752 freezer.put (KW(end));
753
754 return true;
755}
756
757bool
758maptile::_save_header (const char *path)
759{
1236 object_freezer freezer; 760 object_freezer freezer;
1237 761
1238 /* legacy */ 762 if (!_save_header (freezer))
1239 fprintf (freezer, "arch map\n"); 763 return false;
1240 if (m->name)
1241 fprintf (freezer, "name %s\n", m->name);
1242 if (!flag)
1243 fprintf (freezer, "swap_time %d\n", m->swap_time);
1244 if (m->reset_timeout)
1245 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1246 if (m->fixed_resettime)
1247 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1248 /* we unfortunately have no idea if this is a value the creator set
1249 * or a difficulty value we generated when the map was first loaded
1250 */
1251 if (m->difficulty)
1252 fprintf (freezer, "difficulty %d\n", m->difficulty);
1253 if (m->region)
1254 fprintf (freezer, "region %s\n", m->region->name);
1255 if (m->shopitems)
1256 {
1257 print_shop_string (m, shop);
1258 fprintf (freezer, "shopitems %s\n", shop);
1259 }
1260 if (m->shopgreed)
1261 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1262#ifndef WIN32
1263 if (m->shopmin)
1264 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1265 if (m->shopmax)
1266 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1267#else
1268 if (m->shopmin)
1269 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1272#endif
1273 if (m->shoprace)
1274 fprintf (freezer, "shoprace %s\n", m->shoprace);
1275 if (m->darkness)
1276 fprintf (freezer, "darkness %d\n", m->darkness);
1277 if (m->width)
1278 fprintf (freezer, "width %d\n", m->width);
1279 if (m->height)
1280 fprintf (freezer, "height %d\n", m->height);
1281 if (m->enter_x)
1282 fprintf (freezer, "enter_x %d\n", m->enter_x);
1283 if (m->enter_y)
1284 fprintf (freezer, "enter_y %d\n", m->enter_y);
1285 if (m->msg)
1286 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1287 if (m->maplore)
1288 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1289 if (m->unique)
1290 fprintf (freezer, "unique %d\n", m->unique);
1291 if (m->templatemap)
1292 fprintf (freezer, "template %d\n", m->templatemap);
1293 if (m->outdoor)
1294 fprintf (freezer, "outdoor %d\n", m->outdoor);
1295 if (m->temp)
1296 fprintf (freezer, "temp %d\n", m->temp);
1297 if (m->pressure)
1298 fprintf (freezer, "pressure %d\n", m->pressure);
1299 if (m->humid)
1300 fprintf (freezer, "humid %d\n", m->humid);
1301 if (m->windspeed)
1302 fprintf (freezer, "windspeed %d\n", m->windspeed);
1303 if (m->winddir)
1304 fprintf (freezer, "winddir %d\n", m->winddir);
1305 if (m->sky)
1306 fprintf (freezer, "sky %d\n", m->sky);
1307 if (m->nosmooth)
1308 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1309 764
1310 /* Save any tiling information, except on overlays */ 765 return freezer.save (path);
1311 if (flag != 2)
1312 for (i = 0; i < 4; i++)
1313 if (m->tile_path[i])
1314 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1315
1316 freezer.put (m);
1317 fprintf (freezer, "end\n");
1318
1319 /* In the game save unique items in the different file, but
1320 * in the editor save them to the normal map file.
1321 * If unique map, save files in the proper destination (set by
1322 * player)
1323 */
1324 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1325 {
1326 object_freezer unique;
1327
1328 if (flag == 2)
1329 save_objects (m, freezer, unique, 2);
1330 else
1331 save_objects (m, freezer, unique, 0);
1332
1333 sprintf (buf, "%s.v00", create_items_path (m->path));
1334
1335 unique.save (buf);
1336 }
1337 else
1338 { /* save same file when not playing, like in editor */
1339 save_objects (m, freezer, freezer, 0);
1340 }
1341
1342 freezer.save (filename);
1343
1344 return 0;
1345} 766}
1346 767
1347 768//+GPL
1348/*
1349 * Remove and free all objects in the inventory of the given object.
1350 * object.c ?
1351 */
1352
1353void clean_object(object *op)
1354{
1355 object *tmp, *next;
1356
1357 for(tmp = op->inv; tmp; tmp = next)
1358 {
1359 next = tmp->below;
1360 clean_object(tmp);
1361 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1362 remove_button_link(tmp);
1363 remove_ob(tmp);
1364 free_object(tmp);
1365 }
1366}
1367 769
1368/* 770/*
1369 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
1370 */ 772 */
773void
774maptile::clear ()
775{
776 if (spaces)
777 {
778 for (mapspace *ms = spaces + size (); ms-- > spaces; )
779 while (object *op = ms->bot)
780 {
781 // manually remove, as to not trigger anything
782 if (ms->bot = op->above)
783 ms->bot->below = 0;
1371 784
1372void free_all_objects(mapstruct *m) { 785 op->flag [FLAG_REMOVED] = true;
1373 int i,j;
1374 object *op;
1375 786
1376 for(i=0;i<MAP_WIDTH(m);i++) 787 object *head = op->head_ ();
1377 for(j=0;j<MAP_HEIGHT(m);j++) { 788 if (op == head)
1378 object *previous_obj=NULL; 789 op->destroy ();
1379 while((op=GET_MAP_OB(m,i,j))!=NULL) { 790 else if (head->map != op->map)
1380 if (op==previous_obj) { 791 {
1381 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1382 break; 793 head->destroy ();
1383 } 794 }
1384 previous_obj=op;
1385 if(op->head!=NULL)
1386 op = op->head;
1387
1388 /* If the map isn't in memory, free_object will remove and
1389 * free objects in op's inventory. So let it do the job.
1390 */
1391 if (m->in_memory==MAP_IN_MEMORY)
1392 clean_object(op);
1393 remove_ob(op);
1394 free_object(op);
1395 } 795 }
1396 }
1397}
1398 796
1399/* 797 sfree0 (spaces, size ());
1400 * Frees everything allocated by the given mapstructure.
1401 * don't free tmpname - our caller is left to do that
1402 */
1403
1404void free_map(mapstruct *m,int flag) {
1405 int i;
1406
1407 if (!m->in_memory) {
1408 LOG(llevError,"Trying to free freed map.\n");
1409 return;
1410 } 798 }
1411 if (flag && m->spaces) free_all_objects(m); 799
1412 if (m->name) FREE_AND_CLEAR(m->name);
1413 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1414 if (m->msg) FREE_AND_CLEAR(m->msg);
1415 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1416 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1417 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1418 if (m->buttons) 800 if (buttons)
1419 free_objectlinkpt(m->buttons); 801 free_objectlinkpt (buttons), buttons = 0;
1420 m->buttons = NULL; 802
803 sfree0 (regions, size ());
804 delete [] regionmap; regionmap = 0;
805}
806
807void
808maptile::clear_header ()
809{
810 name = 0;
811 msg = 0;
812 maplore = 0;
813 shoprace = 0;
814 delete [] shopitems, shopitems = 0;
815
1421 for (i=0; i<4; i++) { 816 for (int i = 0; i < 4; i++)
1422 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 817 tile_path [i] = 0;
1423 m->tile_map[i] = NULL;
1424 }
1425 m->in_memory = MAP_SWAPPED;
1426} 818}
1427 819
1428/* 820maptile::~maptile ()
1429 * function: vanish mapstruct 821{
1430 * m : pointer to mapstruct, if NULL no action 822 assert (destroyed ());
1431 * this deletes all the data on the map (freeing pointers) 823}
1432 * and then removes this map from the global linked list of maps.
1433 */
1434 824
1435void delete_map(mapstruct *m) { 825void
1436 mapstruct *tmp, *last; 826maptile::clear_links_to (maptile *m)
1437 int i; 827{
1438
1439 if (!m)
1440 return;
1441
1442 m->clear ();
1443
1444 if (m->in_memory == MAP_IN_MEMORY) {
1445 /* change to MAP_SAVING, even though we are not,
1446 * so that remove_ob doesn't do as much work.
1447 */
1448 m->in_memory = MAP_SAVING;
1449 free_map (m, 1);
1450 }
1451 /* move this out of free_map, since tmpname can still be needed if
1452 * the map is swapped out.
1453 */
1454 if (m->tmpname) {
1455 free(m->tmpname);
1456 m->tmpname=NULL;
1457 }
1458 last = NULL;
1459 /* We need to look through all the maps and see if any maps 828 /* We need to look through all the maps and see if any maps
1460 * are pointing at this one for tiling information. Since 829 * are pointing at this one for tiling information. Since
1461 * tiling can be assymetric, we just can not look to see which 830 * tiling can be asymetric, we just can not look to see which
1462 * maps this map tiles with and clears those. 831 * maps this map tiles with and clears those.
1463 */ 832 */
1464 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1465 if (tmp->next == m) last = tmp;
1466
1467 /* This should hopefully get unrolled on a decent compiler */
1468 for (i=0; i<4; i++) 833 for (int i = 0; i < 4; i++)
1469 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 834 if (tile_map[i] == m)
1470 } 835 tile_map[i] = 0;
836}
1471 837
1472 /* If last is null, then this should be the first map in the list */ 838void
1473 if (!last) { 839maptile::do_destroy ()
1474 if (m == first_map) 840{
1475 first_map = m->next; 841 attachable::do_destroy ();
842
843 clear ();
844}
845
846/* decay and destroy perishable items in a map */
847// TODO: should be done regularly, not on map load?
848void
849maptile::do_decay_objects ()
850{
851 if (!spaces)
852 return;
853
854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above)
856 {
857 above = op->above;
858
859 // do not decay anything above unique floor tiles (yet :)
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
861 break;
862
863 bool destroy = 0;
864
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ())
871 ; // do not decay
872 else if (op->is_weapon ())
873 {
874 op->stats.dam--;
875 if (op->stats.dam < 0)
876 destroy = 1;
877 }
878 else if (op->is_armor ())
879 {
880 op->stats.ac--;
881 if (op->stats.ac < 0)
882 destroy = 1;
883 }
884 else if (op->type == FOOD)
885 {
886 op->stats.food -= rndm (5, 20);
887 if (op->stats.food < 0)
888 destroy = 1;
889 }
1476 else 890 else
1477 /* m->path is a static char, so should hopefully still have 891 {
1478 * some useful data in it. 892 int mat = op->materials;
893
894 if (mat & M_PAPER
895 || mat & M_LEATHER
896 || mat & M_WOOD
897 || mat & M_ORGANIC
898 || mat & M_CLOTH
899 || mat & M_LIQUID
900 || (mat & M_IRON && rndm (1, 5) == 1)
901 || (mat & M_GLASS && rndm (1, 2) == 1)
902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 //|| (mat & M_ICE && temp > 32)
1479 */ 905 )
1480 LOG(llevError,"delete_map: Unable to find map %s in list\n", 906 destroy = 1;
1481 m->path);
1482 }
1483 else
1484 last->next = m->next;
1485
1486 delete m;
1487}
1488
1489
1490
1491/*
1492 * Makes sure the given map is loaded and swapped in.
1493 * name is path name of the map.
1494 * flags meaning:
1495 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1496 * and don't do unique items or the like.
1497 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1498 * dont do any more name translation on it.
1499 *
1500 * Returns a pointer to the given map.
1501 */
1502
1503mapstruct *ready_map_name(const char *name, int flags) {
1504 mapstruct *m;
1505
1506 if (!name)
1507 return (NULL);
1508
1509 /* Have we been at this level before? */
1510 m = has_been_loaded (name);
1511
1512 /* Map is good to go, so just return it */
1513 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1514 return m;
1515 }
1516
1517 /* unique maps always get loaded from their original location, and never
1518 * a temp location. Likewise, if map_flush is set, or we have never loaded
1519 * this map, load it now. I removed the reset checking from here -
1520 * it seems the probability of a player trying to enter a map that should
1521 * reset but hasn't yet is quite low, and removing that makes this function
1522 * a bit cleaner (and players probably shouldn't rely on exact timing for
1523 * resets in any case - if they really care, they should use the 'maps command.
1524 */
1525 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1526
1527 /* first visit or time to reset */
1528 if (m) {
1529 clean_tmp_map(m); /* Doesn't make much difference */
1530 delete_map(m);
1531 } 907 }
1532 908
1533 /* create and load a map */ 909 /* adjust overall chance below */
1534 if (flags & MAP_PLAYER_UNIQUE) 910 if (destroy && rndm (0, 1))
1535 LOG(llevDebug, "Trying to load map %s.\n", name); 911 op->destroy ();
1536 else
1537 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1538
1539 //eval_pv ("$x = Event::time", 1);//D
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1543
1544 fix_auto_apply(m); /* Chests which open as default */
1545
1546 /* If a player unique map, no extra unique object file to load.
1547 * if from the editor, likewise.
1548 */
1549 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1550 load_unique_objects(m);
1551
1552 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1553 m=load_overlay_map(name, m);
1554 if (m==NULL)
1555 return NULL;
1556 } 912 }
1557
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 INVOKE_MAP (SWAPIN, m);
1560
1561 } else {
1562 /* If in this loop, we found a temporary map, so load it up. */
1563
1564 m=load_temporary_map (m);
1565 if(m==NULL) return NULL;
1566 load_unique_objects(m);
1567
1568 clean_tmp_map(m);
1569 m->in_memory = MAP_IN_MEMORY;
1570 /* tempnam() on sun systems (probably others) uses malloc
1571 * to allocated space for the string. Free it here.
1572 * In some cases, load_temporary_map above won't find the
1573 * temporary map, and so has reloaded a new map. If that
1574 * is the case, tmpname is now null
1575 */
1576 if (m->tmpname) free(m->tmpname);
1577 m->tmpname = NULL;
1578 /* It's going to be saved anew anyway */
1579 }
1580
1581 /* Below here is stuff common to both first time loaded maps and
1582 * temp maps.
1583 */
1584
1585 decay_objects(m); /* start the decay */
1586 /* In case other objects press some buttons down */
1587 update_buttons(m);
1588 if (m->outdoor)
1589 set_darkness_map(m);
1590 /* run the weather over this map */
1591 weather_effect(name);
1592 return m;
1593} 913}
1594
1595 914
1596/* 915/*
1597 * This routine is supposed to find out the difficulty of the map. 916 * This routine is supposed to find out the difficulty of the map.
1598 * difficulty does not have a lot to do with character level, 917 * difficulty does not have a lot to do with character level,
1599 * but does have a lot to do with treasure on the map. 918 * but does have a lot to do with treasure on the map.
1600 * 919 *
1601 * Difficulty can now be set by the map creature. If the value stored 920 * Difficulty can now be set by the map creator. If the value stored
1602 * in the map is zero, then use this routine. Maps should really 921 * in the map is zero, then use this routine. Maps should really
1603 * have a difficulty set than using this function - human calculation 922 * have a difficulty set rather than using this function - human calculation
1604 * is much better than this functions guesswork. 923 * is much better than this function's guesswork.
1605 */ 924 */
1606 925int
1607int calculate_difficulty(mapstruct *m) { 926maptile::estimate_difficulty () const
1608 object *op; 927{
1609 archetype *at;
1610 int x, y, i;
1611 long monster_cnt = 0; 928 long monster_cnt = 0;
1612 double avgexp = 0; 929 double avgexp = 0;
1613 sint64 total_exp = 0; 930 sint64 total_exp = 0;
1614 931
1615 if (MAP_DIFFICULTY (m)) 932 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1616 { 933 for (object *op = ms->bot; op; op = op->above)
1617 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1618 return MAP_DIFFICULTY (m);
1619 }
1620
1621 for(x = 0; x < MAP_WIDTH(m); x++)
1622 for(y = 0; y < MAP_HEIGHT(m); y++)
1623 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1624 { 934 {
1625 if(QUERY_FLAG (op, FLAG_MONSTER)) 935 if (QUERY_FLAG (op, FLAG_MONSTER))
1626 { 936 {
1627 total_exp += op->stats.exp; 937 total_exp += op->stats.exp;
1628 monster_cnt++; 938 monster_cnt++;
1629 } 939 }
1630 940
1631 if(QUERY_FLAG (op, FLAG_GENERATOR)) 941 if (QUERY_FLAG (op, FLAG_GENERATOR))
1632 { 942 {
1633 total_exp += op->stats.exp; 943 total_exp += op->stats.exp;
1634 at = type_to_archetype(GENERATE_TYPE (op));
1635 944
1636 if(at != NULL) 945 if (archetype *at = op->other_arch)
946 {
1637 total_exp += at->clone.stats.exp * 8; 947 total_exp += at->stats.exp * 8;
1638
1639 monster_cnt++; 948 monster_cnt++;
1640 } 949 }
950
951 for (object *inv = op->inv; inv; inv = inv->below)
952 {
953 total_exp += op->stats.exp * 8;
954 monster_cnt++;
955 }
1641 } 956 }
957 }
1642 958
1643 avgexp = (double) total_exp / monster_cnt; 959 avgexp = (double) total_exp / monster_cnt;
1644 960
1645 for (i = 1; i <= settings.max_level; i++) 961 for (int i = 1; i <= settings.max_level; i++)
1646 {
1647 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 962 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1648 {
1649 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1650 return i; 963 return i;
1651 }
1652 }
1653 964
1654 return 1; 965 return 1;
1655}
1656
1657void clean_tmp_map(mapstruct *m) {
1658 if(m->tmpname == NULL)
1659 return;
1660 INVOKE_MAP (CLEAN, m);
1661 (void) unlink(m->tmpname);
1662}
1663
1664void free_all_maps(void)
1665{
1666 int real_maps=0;
1667
1668 while (first_map) {
1669 /* I think some of the callers above before it gets here set this to be
1670 * saving, but we still want to free this data
1671 */
1672 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1673 delete_map(first_map);
1674 real_maps++;
1675 }
1676 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1677} 966}
1678 967
1679/* change_map_light() - used to change map light level (darkness) 968/* change_map_light() - used to change map light level (darkness)
1680 * up or down. Returns true if successful. It should now be 969 * up or down. Returns true if successful. It should now be
1681 * possible to change a value by more than 1. 970 * possible to change a value by more than 1.
1682 * Move this from los.c to map.c since this is more related 971 * Move this from los.c to map.c since this is more related
1683 * to maps than los. 972 * to maps than los.
1684 * postive values make it darker, negative make it brighter 973 * postive values make it darker, negative make it brighter
1685 */ 974 */
1686 975int
1687int change_map_light(mapstruct *m, int change) { 976maptile::change_map_light (int change)
1688 int new_level = m->darkness + change; 977{
1689
1690 /* Nothing to do */ 978 /* Nothing to do */
1691 if(!change || (new_level <= 0 && m->darkness == 0) || 979 if (!change)
1692 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1693 return 0; 980 return 0;
1694 }
1695 981
1696 /* inform all players on the map */ 982 /* inform all players on the map */
1697 if (change>0) 983 if (change > 0)
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1699 else 985 else
1700 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1701 987
1702 /* Do extra checking. since m->darkness is a unsigned value, 988 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1703 * we need to be extra careful about negative values.
1704 * In general, the checks below are only needed if change
1705 * is not +/-1
1706 */
1707 if (new_level < 0) m->darkness = 0;
1708 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1709 else m->darkness=new_level;
1710 989
1711 /* All clients need to get re-updated for the change */ 990 /* All clients need to get re-updated for the change */
1712 update_all_map_los(m); 991 update_all_map_los (this);
992
1713 return 1; 993 return 1;
1714} 994}
1715
1716 995
1717/* 996/*
1718 * This function updates various attributes about a specific space 997 * This function updates various attributes about a specific space
1719 * on the map (what it looks like, whether it blocks magic, 998 * on the map (what it looks like, whether it blocks magic,
1720 * has a living creatures, prevents people from passing 999 * has a living creatures, prevents people from passing
1721 * through, etc) 1000 * through, etc)
1722 */ 1001 */
1723void update_position (mapstruct *m, int x, int y) { 1002void
1724 object *tmp, *last = NULL; 1003mapspace::update_ ()
1725 uint8 flags = 0, oldflags, light=0, anywhere=0; 1004{
1726 New_Face *top,*floor, *middle; 1005 object *last = 0;
1727 object *top_obj, *floor_obj, *middle_obj; 1006 uint8 flags = P_UPTODATE;
1007 sint8 light = 0;
1728 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1729 1013
1730 oldflags = GET_MAP_FLAGS(m,x,y); 1014 //object *middle = 0;
1731 if (!(oldflags & P_NEED_UPDATE)) { 1015 //object *top = 0;
1732 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1016 //object *floor = 0;
1733 m->path, x, y); 1017 // this seems to generate better code than using locals, above
1734 return; 1018 object *&top = faces_obj[0] = 0;
1019 object *&middle = faces_obj[1] = 0;
1020 object *&floor = faces_obj[2] = 0;
1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1735 } 1025 {
1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1027 light += tmp->glow_radius;
1736 1028
1737 middle=blank_face;
1738 top=blank_face;
1739 floor=blank_face;
1740
1741 middle_obj = NULL;
1742 top_obj = NULL;
1743 floor_obj = NULL;
1744
1745 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1746
1747 /* This could be made additive I guess (two lights better than
1748 * one). But if so, it shouldn't be a simple additive - 2
1749 * light bulbs do not illuminate twice as far as once since
1750 * it is a disapation factor that is squared (or is it cubed?)
1751 */
1752 if (tmp->glow_radius > light) light = tmp->glow_radius;
1753
1754 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1755 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1756 * However, it also causes the look window to be re-drawn 1031 * However, it also causes the look window to be re-drawn
1757 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1758 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1759 * 1034 *
1760 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1761 */ 1036 */
1762 if (!tmp->invisible) { 1037 if (expect_true (!tmp->invisible))
1763 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1038 {
1764 top = tmp->face; 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1765 top_obj = tmp; 1040 top = tmp;
1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1042 {
1043 /* If we got a floor, that means middle and top were below it,
1044 * so should not be visible, so we clear them.
1045 */
1046 middle = 0;
1047 top = 0;
1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1766 } 1051 }
1767 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1052 else
1768 /* If we got a floor, that means middle and top were below it,
1769 * so should not be visible, so we clear them.
1770 */
1771 middle=blank_face;
1772 top=blank_face;
1773 floor = tmp->face;
1774 floor_obj = tmp;
1775 } 1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1776 /* Flag anywhere have high priority */ 1060 /* Flag anywhere have high priority */
1777 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1778 middle = tmp->face;
1779
1780 middle_obj = tmp;
1781 anywhere =1; 1062 anywhere = tmp;
1782 } 1063
1783 /* Find the highest visible face around. If equal 1064 /* Find the highest visible face around. If equal
1784 * visibilities, we still want the one nearer to the 1065 * visibilities, we still want the one nearer to the
1785 * top 1066 * top
1786 */
1787 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1788 middle = tmp->face;
1789 middle_obj = tmp;
1790 }
1791 }
1792 if (tmp==tmp->above) {
1793 LOG(llevError, "Error in structure of map\n");
1794 exit (-1);
1795 }
1796
1797 move_slow |= tmp->move_slow;
1798 move_block |= tmp->move_block;
1799 move_on |= tmp->move_on;
1800 move_off |= tmp->move_off;
1801 move_allow |= tmp->move_allow;
1802
1803 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1804 flags |= P_IS_ALIVE;
1805 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1806 flags |= P_NO_MAGIC;
1807 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1808 flags |= P_NO_CLERIC;
1809 if (tmp->type == SAFE_GROUND)
1810 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1811
1812 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1813 flags |= P_BLOCKSVIEW;
1814 } /* for stack of objects */
1815
1816 /* we don't want to rely on this function to have accurate flags, but
1817 * since we're already doing the work, we calculate them here.
1818 * if they don't match, logic is broken someplace.
1819 */
1820 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1821 (!(oldflags & P_NO_ERROR))) {
1822 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1823 m->path, x, y,
1824 (oldflags & ~P_NEED_UPDATE), flags);
1825 }
1826 SET_MAP_FLAGS(m, x, y, flags);
1827 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1828 SET_MAP_MOVE_ON(m, x, y, move_on);
1829 SET_MAP_MOVE_OFF(m, x, y, move_off);
1830 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1831
1832 /* At this point, we have a floor face (if there is a floor),
1833 * and the floor is set - we are not going to touch it at
1834 * this point.
1835 * middle contains the highest visibility face.
1836 * top contains a player/monster face, if there is one.
1837 *
1838 * We now need to fill in top.face and/or middle.face.
1839 */
1840
1841 /* If the top face also happens to be high visibility, re-do our
1842 * middle face. This should not happen, as we already have the
1843 * else statement above so middle should not get set. OTOH, it
1844 * may be possible for the faces to match but be different objects.
1845 */
1846 if (top == middle) middle=blank_face;
1847
1848 /* There are three posibilities at this point:
1849 * 1) top face is set, need middle to be set.
1850 * 2) middle is set, need to set top.
1851 * 3) neither middle or top is set - need to set both.
1852 */
1853
1854 for (tmp=last; tmp; tmp=tmp->below) {
1855 /* Once we get to a floor, stop, since we already have a floor object */
1856 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1857
1858 /* If two top faces are already set, quit processing */
1859 if ((top != blank_face) && (middle != blank_face)) break;
1860
1861 /* Only show visible faces, unless its the editor - show all */
1862 if (!tmp->invisible || editor) {
1863 /* Fill in top if needed */
1864 if (top == blank_face) {
1865 top = tmp->face;
1866 top_obj = tmp;
1867 if (top == middle) middle=blank_face;
1868 } else {
1869 /* top is already set - we should only get here if
1870 * middle is not set
1871 *
1872 * Set the middle face and break out, since there is nothing
1873 * more to fill in. We don't check visiblity here, since
1874 *
1875 */ 1067 */
1876 if (tmp->face != top ) { 1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1877 middle = tmp->face; 1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1878 middle_obj = tmp; 1071 middle = tmp;
1879 break;
1880 } 1072 }
1881 } 1073 }
1882 } 1074 }
1075
1076 move_slow |= tmp->move_slow;
1077 move_block |= tmp->move_block;
1078 move_on |= tmp->move_on;
1079 move_off |= tmp->move_off;
1080 move_allow |= tmp->move_allow;
1081
1082 allflags |= tmp->flag;
1083
1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1086 }
1087
1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on;
1102 this->move_off = move_off;
1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1106
1107 /* At this point, we have a floor face (if there is a floor),
1108 * and the floor is set - we are not going to touch it at
1109 * this point.
1110 * middle contains the highest visibility face.
1111 * top contains a player/monster face, if there is one.
1112 *
1113 * We now need to fill in top.face and/or middle.face.
1114 */
1115
1116 /* If the top face also happens to be high visibility, re-do our
1117 * middle face. This should not happen, as we already have the
1118 * else statement above so middle should not get set. OTOH, it
1119 * may be possible for the faces to match but be different objects.
1120 */
1121 if (top == middle)
1122 middle = 0;
1123
1124 /* There are three posibilities at this point:
1125 * 1) top face is set, need middle to be set.
1126 * 2) middle is set, need to set top.
1127 * 3) neither middle or top is set - need to set both.
1128 */
1129
1130 for (object *tmp = last; tmp; tmp = tmp->below)
1883 } 1131 {
1884 if (middle == floor) middle = blank_face; 1132 /* Once we get to a floor, stop, since we already have a floor object */
1885 if (top == middle) middle = blank_face; 1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1886 SET_MAP_FACE(m,x,y,top,0); 1134 break;
1887 if(top != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1891 SET_MAP_FACE(m,x,y,middle,1);
1892 if(middle != blank_face)
1893 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1894 else
1895 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1896 SET_MAP_FACE(m,x,y,floor,2);
1897 if(floor != blank_face)
1898 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1899 else
1900 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1901 SET_MAP_LIGHT(m,x,y,light);
1902}
1903 1135
1136 /* If two top faces are already set, quit processing */
1137 if (top && middle)
1138 break;
1904 1139
1905void set_map_reset_time(mapstruct *map) { 1140 /* Only show visible faces */
1906 int timeout; 1141 if (!tmp->invisible)
1142 {
1143 /* Fill in top if needed */
1144 if (!top)
1145 {
1146 top = tmp;
1147 if (top == middle)
1148 middle = 0;
1149 }
1150 else
1151 {
1152 /* top is already set - we should only get here if
1153 * middle is not set
1154 *
1155 * Set the middle face and break out, since there is nothing
1156 * more to fill in. We don't check visiblity here, since
1157 *
1158 */
1159 if (tmp != top)
1160 {
1161 middle = tmp;
1162 break;
1163 }
1164 }
1165 }
1166 }
1907 1167
1908 timeout = MAP_RESET_TIMEOUT(map); 1168 if (middle == floor)
1909 if (timeout <= 0) 1169 middle = 0;
1910 timeout = MAP_DEFAULTRESET;
1911 if (timeout >= MAP_MAXRESET)
1912 timeout = MAP_MAXRESET;
1913 MAP_WHEN_RESET(map) = seconds()+timeout;
1914}
1915 1170
1916/* this updates the orig_map->tile_map[tile_num] value after loading 1171 if (top == middle)
1917 * the map. It also takes care of linking back the freshly loaded 1172 middle = 0;
1918 * maps tile_map values if it tiles back to this one. It returns
1919 * the value of orig_map->tile_map[tile_num]. It really only does this
1920 * so that it is easier for calling functions to verify success.
1921 */
1922 1173
1923static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1174#if 0
1924{ 1175 faces_obj [0] = top;
1925 int dest_tile = (tile_num +2) % 4; 1176 faces_obj [1] = middle;
1926 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1177 faces_obj [2] = floor;
1178#endif
1179}
1927 1180
1928 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1181maptile *
1182maptile::tile_available (int dir, bool load)
1183{
1184 if (tile_path[dir])
1185 {
1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1187 return tile_map[dir];
1929 1188
1930 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1931 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1190 return tile_map[dir];
1932 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1191 }
1933 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1934 1192
1935 return orig_map->tile_map[tile_num]; 1193 return 0;
1936} 1194}
1937 1195
1938/* this returns TRUE if the coordinates (x,y) are out of 1196/* this returns TRUE if the coordinates (x,y) are out of
1939 * map m. This function also takes into account any 1197 * map m. This function also takes into account any
1940 * tiling considerations, loading adjacant maps as needed. 1198 * tiling considerations, loading adjacant maps as needed.
1941 * This is the function should always be used when it 1199 * This is the function should always be used when it
1942 * necessary to check for valid coordinates. 1200 * necessary to check for valid coordinates.
1943 * This function will recursively call itself for the 1201 * This function will recursively call itself for the
1944 * tiled maps. 1202 * tiled maps.
1945 * 1203 */
1946 * 1204int
1947 */
1948int out_of_map(mapstruct *m, int x, int y) 1205out_of_map (maptile *m, int x, int y)
1949{ 1206{
1950
1951 /* If we get passed a null map, this is obviously the 1207 /* If we get passed a null map, this is obviously the
1952 * case. This generally shouldn't happen, but if the 1208 * case. This generally shouldn't happen, but if the
1953 * map loads fail below, it could happen. 1209 * map loads fail below, it could happen.
1954 */ 1210 */
1955 if (!m) return 0; 1211 if (!m)
1956
1957 if (x<0) {
1958 if (!m->tile_path[3]) return 1;
1959 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1960 load_and_link_tiled_map(m, 3);
1961 }
1962 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1963 }
1964 if (x>=MAP_WIDTH(m)) {
1965 if (!m->tile_path[1]) return 1;
1966 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1967 load_and_link_tiled_map(m, 1);
1968 }
1969 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1970 }
1971 if (y<0) {
1972 if (!m->tile_path[0]) return 1;
1973 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1974 load_and_link_tiled_map(m, 0);
1975 }
1976 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1977 }
1978 if (y>=MAP_HEIGHT(m)) {
1979 if (!m->tile_path[2]) return 1;
1980 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1981 load_and_link_tiled_map(m, 2);
1982 }
1983 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1984 }
1985
1986 /* Simple case - coordinates are within this local
1987 * map.
1988 */
1989 return 0; 1212 return 0;
1213
1214 if (x < 0)
1215 {
1216 if (!m->tile_available (3))
1217 return 1;
1218
1219 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1220 }
1221
1222 if (x >= m->width)
1223 {
1224 if (!m->tile_available (1))
1225 return 1;
1226
1227 return out_of_map (m->tile_map[1], x - m->width, y);
1228 }
1229
1230 if (y < 0)
1231 {
1232 if (!m->tile_available (0))
1233 return 1;
1234
1235 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1236 }
1237
1238 if (y >= m->height)
1239 {
1240 if (!m->tile_available (2))
1241 return 1;
1242
1243 return out_of_map (m->tile_map[2], x, y - m->height);
1244 }
1245
1246 /* Simple case - coordinates are within this local
1247 * map.
1248 */
1249 return 0;
1990} 1250}
1991 1251
1992/* This is basically the same as out_of_map above, but 1252/* This is basically the same as out_of_map above, but
1993 * instead we return NULL if no map is valid (coordinates 1253 * instead we return NULL if no map is valid (coordinates
1994 * out of bounds and no tiled map), otherwise it returns 1254 * out of bounds and no tiled map), otherwise it returns
1995 * the map as that the coordinates are really on, and 1255 * the map as that the coordinates are really on, and
1996 * updates x and y to be the localized coordinates. 1256 * updates x and y to be the localised coordinates.
1997 * Using this is more efficient of calling out_of_map 1257 * Using this is more efficient of calling out_of_map
1998 * and then figuring out what the real map is 1258 * and then figuring out what the real map is
1999 */ 1259 */
2000mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1260maptile *
1261maptile::xy_find (sint16 &x, sint16 &y)
2001{ 1262{
2002 1263 if (x < 0)
2003 if (*x<0) {
2004 if (!m->tile_path[3]) return NULL;
2005 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2006 load_and_link_tiled_map(m, 3);
2007
2008 *x += MAP_WIDTH(m->tile_map[3]);
2009 return (get_map_from_coord(m->tile_map[3], x, y));
2010 } 1264 {
2011 if (*x>=MAP_WIDTH(m)) { 1265 if (!tile_available (3))
2012 if (!m->tile_path[1]) return NULL; 1266 return 0;
2013 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2014 load_and_link_tiled_map(m, 1);
2015 1267
2016 *x -= MAP_WIDTH(m); 1268 x += tile_map[3]->width;
2017 return (get_map_from_coord(m->tile_map[1], x, y)); 1269 return tile_map[3]->xy_find (x, y);
1270 }
1271
1272 if (x >= width)
2018 } 1273 {
2019 if (*y<0) { 1274 if (!tile_available (1))
2020 if (!m->tile_path[0]) return NULL; 1275 return 0;
2021 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2022 load_and_link_tiled_map(m, 0);
2023 1276
2024 *y += MAP_HEIGHT(m->tile_map[0]); 1277 x -= width;
2025 return (get_map_from_coord(m->tile_map[0], x, y)); 1278 return tile_map[1]->xy_find (x, y);
1279 }
1280
1281 if (y < 0)
2026 } 1282 {
2027 if (*y>=MAP_HEIGHT(m)) { 1283 if (!tile_available (0))
2028 if (!m->tile_path[2]) return NULL; 1284 return 0;
2029 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map(m, 2);
2031 1285
2032 *y -= MAP_HEIGHT(m); 1286 y += tile_map[0]->height;
2033 return (get_map_from_coord(m->tile_map[2], x, y)); 1287 return tile_map[0]->xy_find (x, y);
1288 }
1289
1290 if (y >= height)
2034 } 1291 {
1292 if (!tile_available (2))
1293 return 0;
2035 1294
1295 y -= height;
1296 return tile_map[2]->xy_find (x, y);
1297 }
1298
2036 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
2037 * map. 1300 * map.
2038 */ 1301 */
2039 1302 return this;
2040 return m;
2041} 1303}
2042 1304
2043/** 1305/**
2044 * Return whether map2 is adjacent to map1. If so, store the distance from 1306 * Return whether map2 is adjacent to map1. If so, store the distance from
2045 * map1 to map2 in dx/dy. 1307 * map1 to map2 in dx/dy.
2046 */ 1308 */
1309int
2047static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1310adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1311{
2048 if (!map1 || !map2) 1312 if (!map1 || !map2)
2049 return 0; 1313 return 0;
2050 1314
1315 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 //fix: compare paths instead (this is likely faster, too!)
2051 if (map1 == map2) { 1317 if (map1 == map2)
1318 {
2052 *dx = 0; 1319 *dx = 0;
2053 *dy = 0; 1320 *dy = 0;
2054 1321 }
2055 } else if (map1->tile_map[0] == map2) { /* up */ 1322 else if (map1->tile_map[0] == map2)
1323 { /* up */
2056 *dx = 0; 1324 *dx = 0;
2057 *dy = -MAP_HEIGHT(map2); 1325 *dy = -map2->height;
1326 }
2058 } else if (map1->tile_map[1] == map2) { /* right */ 1327 else if (map1->tile_map[1] == map2)
2059 *dx = MAP_WIDTH(map1); 1328 { /* right */
1329 *dx = map1->width;
2060 *dy = 0; 1330 *dy = 0;
1331 }
2061 } else if (map1->tile_map[2] == map2) { /* down */ 1332 else if (map1->tile_map[2] == map2)
1333 { /* down */
2062 *dx = 0; 1334 *dx = 0;
2063 *dy = MAP_HEIGHT(map1); 1335 *dy = map1->height;
1336 }
2064 } else if (map1->tile_map[3] == map2) { /* left */ 1337 else if (map1->tile_map[3] == map2)
2065 *dx = -MAP_WIDTH(map2); 1338 { /* left */
1339 *dx = -map2->width;
2066 *dy = 0; 1340 *dy = 0;
2067 1341 }
2068 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1342 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1343 { /* up right */
2069 *dx = MAP_WIDTH(map1->tile_map[0]); 1344 *dx = map1->tile_map[0]->width;
2070 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1345 *dy = -map1->tile_map[0]->height;
1346 }
2071 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1347 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2072 *dx = -MAP_WIDTH(map2); 1348 { /* up left */
2073 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1349 *dx = -map2->width;
1350 *dy = -map1->tile_map[0]->height;
1351 }
2074 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1352 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2075 *dx = MAP_WIDTH(map1); 1353 { /* right up */
2076 *dy = -MAP_HEIGHT(map2); 1354 *dx = map1->width;
1355 *dy = -map2->height;
1356 }
2077 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1357 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2078 *dx = MAP_WIDTH(map1); 1358 { /* right down */
2079 *dy = MAP_HEIGHT(map1->tile_map[1]); 1359 *dx = map1->width;
1360 *dy = map1->tile_map[1]->height;
1361 }
2080 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1362 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1363 { /* down right */
2081 *dx = MAP_WIDTH(map1->tile_map[2]); 1364 *dx = map1->tile_map[2]->width;
2082 *dy = MAP_HEIGHT(map1); 1365 *dy = map1->height;
1366 }
2083 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1367 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2084 *dx = -MAP_WIDTH(map2); 1368 { /* down left */
2085 *dy = MAP_HEIGHT(map1); 1369 *dx = -map2->width;
1370 *dy = map1->height;
1371 }
2086 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1372 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1373 { /* left up */
2087 *dx = -MAP_WIDTH(map1->tile_map[3]); 1374 *dx = -map1->tile_map[3]->width;
2088 *dy = -MAP_HEIGHT(map2); 1375 *dy = -map2->height;
1376 }
2089 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1377 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1378 { /* left down */
2090 *dx = -MAP_WIDTH(map1->tile_map[3]); 1379 *dx = -map1->tile_map[3]->width;
2091 *dy = MAP_HEIGHT(map1->tile_map[3]); 1380 *dy = map1->tile_map[3]->height;
2092
2093 } else { /* not "adjacent" enough */
2094 return 0;
2095 } 1381 }
2096 1382 else
2097 return 1; 1383 return 0;
1384
1385 return 1;
1386}
1387
1388maptile *
1389maptile::xy_load (sint16 &x, sint16 &y)
1390{
1391 maptile *map = xy_find (x, y);
1392
1393 if (map)
1394 map->load_sync ();
1395
1396 return map;
1397}
1398
1399maptile *
1400get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1401{
1402 return m->xy_load (*x, *y);
2098} 1403}
2099 1404
2100/* From map.c 1405/* From map.c
2101 * This is used by get_player to determine where the other 1406 * This is used by get_player to determine where the other
2102 * creature is. get_rangevector takes into account map tiling, 1407 * creature is. get_rangevector takes into account map tiling,
2103 * so you just can not look the the map coordinates and get the 1408 * so you just can not look the the map coordinates and get the
2104 * righte value. distance_x/y are distance away, which 1409 * righte value. distance_x/y are distance away, which
2105 * can be negativbe. direction is the crossfire direction scheme 1410 * can be negative. direction is the crossfire direction scheme
2106 * that the creature should head. part is the part of the 1411 * that the creature should head. part is the part of the
2107 * monster that is closest. 1412 * monster that is closest.
2108 * 1413 *
2109 * get_rangevector looks at op1 and op2, and fills in the 1414 * get_rangevector looks at op1 and op2, and fills in the
2110 * structure for op1 to get to op2. 1415 * structure for op1 to get to op2.
2115 * be unexpected 1420 * be unexpected
2116 * 1421 *
2117 * currently, the only flag supported (0x1) is don't translate for 1422 * currently, the only flag supported (0x1) is don't translate for
2118 * closest body part of 'op1' 1423 * closest body part of 'op1'
2119 */ 1424 */
2120 1425void
2121void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1426get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1427{
2122 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1428 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1429 {
2123 /* be conservative and fill in _some_ data */ 1430 /* be conservative and fill in _some_ data */
2124 retval->distance = 100000; 1431 retval->distance = 10000;
2125 retval->distance_x = 32767; 1432 retval->distance_x = 10000;
2126 retval->distance_y = 32767; 1433 retval->distance_y = 10000;
2127 retval->direction = 0; 1434 retval->direction = 0;
2128 retval->part = 0; 1435 retval->part = 0;
2129 } else { 1436 }
1437 else
1438 {
2130 object *best; 1439 object *best;
2131 1440
2132 retval->distance_x += op2->x-op1->x; 1441 retval->distance_x += op2->x - op1->x;
2133 retval->distance_y += op2->y-op1->y; 1442 retval->distance_y += op2->y - op1->y;
2134 1443
2135 best = op1; 1444 best = op1;
2136 /* If this is multipart, find the closest part now */ 1445 /* If this is multipart, find the closest part now */
2137 if (!(flags&0x1) && op1->more) { 1446 if (!(flags & 0x1) && op1->more)
2138 object *tmp; 1447 {
2139 int best_distance = retval->distance_x*retval->distance_x+ 1448 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2140 retval->distance_y*retval->distance_y, tmpi;
2141 1449
2142 /* we just take the offset of the piece to head to figure 1450 /* we just take the offset of the piece to head to figure
2143 * distance instead of doing all that work above again 1451 * distance instead of doing all that work above again
2144 * since the distance fields we set above are positive in the 1452 * since the distance fields we set above are positive in the
2145 * same axis as is used for multipart objects, the simply arithmetic 1453 * same axis as is used for multipart objects, the simply arithmetic
2146 * below works. 1454 * below works.
2147 */ 1455 */
2148 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1456 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1457 {
2149 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1458 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2150 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1459 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2151 if (tmpi < best_distance) { 1460 if (tmpi < best_distance)
1461 {
2152 best_distance = tmpi; 1462 best_distance = tmpi;
2153 best = tmp; 1463 best = tmp;
2154 } 1464 }
2155 } 1465 }
1466
2156 if (best != op1) { 1467 if (best != op1)
1468 {
2157 retval->distance_x += op1->x-best->x; 1469 retval->distance_x += op1->x - best->x;
2158 retval->distance_y += op1->y-best->y; 1470 retval->distance_y += op1->y - best->y;
2159 } 1471 }
2160 } 1472 }
1473
2161 retval->part = best; 1474 retval->part = best;
2162 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1475 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2163 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1476 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2164 } 1477 }
2165} 1478}
2166 1479
2167/* this is basically the same as get_rangevector above, but instead of 1480/* this is basically the same as get_rangevector above, but instead of
2168 * the first parameter being an object, it instead is the map 1481 * the first parameter being an object, it instead is the map
2172 * flags has no meaning for this function at this time - I kept it in to 1485 * flags has no meaning for this function at this time - I kept it in to
2173 * be more consistant with the above function and also in case they are needed 1486 * be more consistant with the above function and also in case they are needed
2174 * for something in the future. Also, since no object is pasted, the best 1487 * for something in the future. Also, since no object is pasted, the best
2175 * field of the rv_vector is set to NULL. 1488 * field of the rv_vector is set to NULL.
2176 */ 1489 */
2177 1490void
2178void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1491get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1492{
2179 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1493 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1494 {
2180 /* be conservative and fill in _some_ data */ 1495 /* be conservative and fill in _some_ data */
2181 retval->distance = 100000; 1496 retval->distance = 100000;
2182 retval->distance_x = 32767; 1497 retval->distance_x = 32767;
2183 retval->distance_y = 32767; 1498 retval->distance_y = 32767;
2184 retval->direction = 0; 1499 retval->direction = 0;
2185 retval->part = 0; 1500 retval->part = 0;
2186 } else { 1501 }
1502 else
1503 {
2187 retval->distance_x += op2->x-x; 1504 retval->distance_x += op2->x - x;
2188 retval->distance_y += op2->y-y; 1505 retval->distance_y += op2->y - y;
2189 1506
2190 retval->part = NULL; 1507 retval->part = 0;
2191 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2192 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2193 } 1510 }
2194} 1511}
2195 1512
2196/* Returns true of op1 and op2 are effectively on the same map 1513/* Returns true of op1 and op2 are effectively on the same map
2197 * (as related to map tiling). Note that this looks for a path from 1514 * (as related to map tiling). Note that this looks for a path from
2198 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1515 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2199 * to op1, this will still return false. 1516 * to op1, this will still return false.
2200 * Note we only look one map out to keep the processing simple 1517 * Note we only look one map out to keep the processing simple
2201 * and efficient. This could probably be a macro. 1518 * and efficient. This could probably be a macro.
2202 * MSW 2001-08-05 1519 * MSW 2001-08-05
2203 */ 1520 */
1521int
2204int on_same_map(const object *op1, const object *op2) { 1522on_same_map (const object *op1, const object *op2)
1523{
2205 int dx, dy; 1524 int dx, dy;
2206 1525
2207 return adjacent_map(op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
2208} 1527}
1528
1529//-GPL
1530
1531object *
1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1533{
1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1535}
1536
1537region *
1538maptile::region (int x, int y) const
1539{
1540 if (regions
1541 && regionmap
1542 && !OUT_OF_REAL_MAP (this, x, y))
1543 if (struct region *reg = regionmap [regions [y * width + x]])
1544 return reg;
1545
1546 if (default_region)
1547 return default_region;
1548
1549 return ::region::default_region ();
1550}
1551
1552//+GPL
1553
1554/* picks a random object from a style map.
1555 */
1556object *
1557maptile::pick_random_object (rand_gen &gen) const
1558{
1559 /* while returning a null object will result in a crash, that
1560 * is actually preferable to an infinite loop. That is because
1561 * most servers will automatically restart in case of crash.
1562 * Change the logic on getting the random space - shouldn't make
1563 * any difference, but this seems clearer to me.
1564 */
1565 for (int i = 1000; --i;)
1566 {
1567 object *pick = at (gen (width), gen (height)).bot;
1568
1569 // do not prefer big monsters just because they are big.
1570 if (pick && pick->is_head ())
1571 return pick->head_ ();
1572 }
1573
1574 // instead of crashing in the unlikely(?) case, try to return *something*
1575 return archetype::find (shstr_bug);
1576}
1577
1578//-GPL
1579
1580void
1581maptile::play_sound (faceidx sound, int x, int y) const
1582{
1583 if (!sound)
1584 return;
1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597}
1598
1599void
1600maptile::say_msg (const char *msg, int x, int y) const
1601{
1602 for_all_players (pl)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612 }
1613}
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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