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Comparing deliantra/server/common/map.C (file contents):
Revision 1.10 by root, Mon Aug 28 14:05:23 2006 UTC vs.
Revision 1.187 by root, Thu Apr 15 21:49:15 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 1.10 2006/08/28 14:05:23 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
38#include "path.h" 28#include "path.h"
39 29
30//+GPL
40 31
41extern int nrofallocobjects,nroffreeobjects; 32sint8 maptile::outdoor_darkness;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1);
188 if (!S_ISREG (statbuf.st_mode))
189 return (-1);
190
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4;
195
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2;
200
201 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241}
242 33
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
246 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
248 * by a P_NEW_MAP value, another call to get_map_from_coord 39 * by a P_NEW_MAP value, another call to get_map_from_coord
249 * is needed. The case of not passing values is if we're just 40 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
252 */ 43 */
44int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 46{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 47 sint16 newx = x;
261 newy = y; 48 sint16 newy = y;
49
262 mp = get_map_from_coord(oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 51
264 retval |= P_NEW_MAP; 52 if (!mp)
53 return P_OUT_OF_MAP;
54
265 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 56 if (nx) *nx = newx;
267 if (ny) *ny = newy; 57 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 58
270 if (retval & P_SAFE) 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 60}
275
276 61
277/* 62/*
278 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 69 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 70 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 71 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 72 * by the caller.
288 */ 73 */
289 74int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 75blocked_link (object *ob, maptile *m, int sx, int sy)
291 object *tmp; 76{
292 int mflags, blocked;
293
294 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 78 * have already checked this.
296 */ 79 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 83 return 1;
300 } 84 }
301 85
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
303 * directly.
304 */
305 mflags = m->spaces[sx + m->width * sy].flags;
306 87
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
308 90
309 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 93 * things we need to do for players.
312 */ 94 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
96 return 0;
314 97
315 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
321 */ 104 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
106 return 0;
323 107
324 if(ob->head != NULL) 108 ob = ob->head_ ();
325 ob=ob->head;
326 109
327 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
331 */ 114 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
116 {
117 if (OB_MOVE_BLOCK (ob, tmp))
118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
333 124
334 /* This must be before the checks below. Code for inventory checkers. */ 125 if (tmp->type == CHECK_INV)
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */ 126 {
340 if (tmp->last_sp) { 127 bool have = check_inv_recursive (ob, tmp);
341 if (check_inv_recursive(ob,tmp)==NULL) 128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
342 return 1; 131 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 } 132 }
354 } /* if check_inv */ 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
142 }
143 else
144 return 1; // unconditional block
145
355 else { 146 } else {
356 /* Broke apart a big nasty if into several here to make 147 // space does not block the ob, directly, but
357 * this more readable. first check - if the space blocks 148 // anything alive that is not a door still
358 * movement, can't move here. 149 // blocks anything but wizards.
359 * second - if a monster, can't move there, unles it is a 150
360 * hidden dm 151 if (tmp->flag [FLAG_ALIVE]
361 */ 152 && tmp->head_ () != ob
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 153 && tmp != ob
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154 && tmp->type != DOOR)
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1; 155 return 1;
366 } 156 }
367
368 } 157 }
158
369 return 0; 159 return 0;
370} 160}
371
372 161
373/* 162/*
374 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
379 * 168 *
380 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
381 * 170 *
382 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
394 * 183 *
395 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
397 * against the move_block values. 186 * against the move_block values.
398 */ 187 */
399 188bool
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 189object::blocked (maptile *m, int x, int y) const
401 archetype *tmp; 190{
402 int flag; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
413 194
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 195 if (!pos.normalise ())
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 196 return 1;
416 197
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 198 mapspace &ms = *pos;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419 199
420 /* find_first_free_spot() calls this function. However, often 200 if (ms.flags () & P_IS_ALIVE)
421 * ob doesn't have any move type (when used to place exits) 201 return 1;
202
203 /* However, often ob doesn't have any move type
204 * (signifying non-moving objects)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 206 */
207 if (!move_type && ms.move_block != MOVE_ALL)
208 continue;
424 209
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
429 */ 212 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 213 if (ms.blocks (move_type))
431 return AB_NO_PASS; 214 return 1;
432
433 } 215 }
216
434 return 0; 217 return 0;
435} 218}
436 219
437/* When the map is loaded, load_object does not actually insert objects 220//-GPL
438 * into inventory, but just links them. What this does is go through
439 * and insert them properly.
440 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight.
442 */
443 221
444void fix_container(object *container) 222void
223maptile::set_object_flag (int flag, int value)
445{ 224{
446 object *tmp=container->inv, *next; 225 if (!spaces)
226 return;
447 227
448 container->inv=NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
449 while (tmp!=NULL) { 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
450 next = tmp->below; 230 tmp->flag [flag] = value;
451 if (tmp->inv)
452 fix_container(tmp);
453 (void) insert_ob_in_ob(tmp,container);
454 tmp = next;
455 }
456 /* sum_weight will go through and calculate what all the containers are
457 * carrying.
458 */
459 sum_weight(container);
460} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
461 260
462/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
466 * the more sections and not re-add sections for them.
467 */ 265 */
468 266void
469static void link_multipart_objects(mapstruct *m) 267maptile::link_multipart_objects ()
470{ 268{
471 int x,y; 269 if (!spaces)
472 object *tmp, *op, *last, *above; 270 return;
473 archetype *at;
474 271
475 for(x=0;x<MAP_WIDTH(m);x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 273 {
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 274 object *op = ms->bot;
478 above=tmp->above; 275 while (op)
479 276 {
480 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 278 if (op->head_ () == op && !op->more && op->arch->more)
482
483 /* If there is nothing more to this object, this for loop
484 * won't do anything.
485 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511}
512
513 279 {
280 op->remove ();
281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
290 }
291 else
292 op = op->above;
293 }
294 }
295}
296
297//-GPL
514 298
515/* 299/*
516 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 301 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */ 302 */
303bool
304maptile::_load_objects (object_thawer &f)
305{
306 for (;;)
307 {
308 coroapi::cede_to_tick (); // cede once in a while
520 309
521void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 310 switch (f.kw)
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i = load_object (fp, op, bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */ 311 {
534 bufstate = LO_REPEAT; 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
535 318
536 /* if the archetype for the object is null, means that we 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
537 * got an invalid object. Don't do anything with it - the game 320 {
538 * or editor will not be able to do anything with it either. 321 // we insert manually because
539 */ 322 // a) its way faster
540 if (op->arch==NULL) { 323 // b) we remove manually, too, and there are good reasons for that
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
542 continue; 344 continue;
543 }
544 345
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE: 346 case KW_EOF:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
563 op->head=prev,last_more->more=op,last_more=op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
564 break; 352 break;
565 } 353 }
566 if (mapflags & MAP_STYLE) { 354
567 remove_from_active_list(op); 355 f.next ();
356 }
357
358 return true;
359}
360
361void
362maptile::activate ()
363{
364 if (spaces)
365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive ();
368}
369
370void
371maptile::deactivate ()
372{
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377}
378
379bool
380maptile::_save_objects (object_freezer &f, int flags)
381{
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
392 bool unique = 0;
393
394 for (object *op = spaces [i].bot; op; op = op->above)
395 {
396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
397
398 if (expect_false (!op->can_map_save ()))
399 continue;
400
401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 {
403 if (flags & IO_UNIQUES)
404 op->write (f);
405 }
406 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f);
568 } 408 }
569 op=get_object();
570 op->map = m;
571 } 409 }
572 for (i=0;i<m->width;i++){
573 for (j=0;j<m->height;j++){
574 unique =0;
575 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1;
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581 }
582 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 410
588/* This saves all the objects on the map in a non destructive fashion. 411 coroapi::cede_to_tick ();
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 412
590 * and we only save the head of multi part objects - this is needed 413 return true;
591 * in order to do map tiling properly. 414}
415
416bool
417maptile::_save_objects (const char *path, int flags)
418{
419 object_freezer freezer;
420
421 if (!_save_objects (freezer, flags))
422 return false;
423
424 return freezer.save (path);
425}
426
427maptile::maptile ()
428{
429 in_memory = MAP_SWAPPED;
430
431 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour.
592 */ 433 */
593void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 434 width = 16;
594 int i, j = 0,unique=0; 435 height = 16;
595 object *op; 436 timeout = 300;
596 /* first pass - save one-part objects */ 437 max_items = MAX_ITEM_PER_ACTION;
597 for(i = 0; i < MAP_WIDTH(m); i++) 438 max_volume = 2000000; // 2m³
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 439}
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 440
604 if(op->type == PLAYER) { 441maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 442{
606 continue; 443 in_memory = MAP_SWAPPED;
607 }
608 444
609 if (op->head || op->owner) 445 width = w;
610 continue; 446 height = h;
447 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0;
450 enter_y = 0;
611 451
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 452 alloc ();
613 save_object (fp2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 453}
623 454
624/* 455/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 456 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 457 * This basically allocates the dynamic array of spaces for the
662 * map. 458 * map.
663 */ 459 */
664 460void
665void allocate_map(mapstruct *m) { 461maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 462{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 463 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 464 return;
465
466 spaces = salloc0<mapspace> (size ());
692} 467}
468
469//+GPL
693 470
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 473 * at a later date.
697 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
698 */ 475 */
699 476static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 477parse_shop_string (const char *input_string)
478{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 479 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 480 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 481 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 482 const typedata *current_type;
705 483
706 shop_string=strdup_local(input_string); 484 shop_string = strdup (input_string);
707 p=shop_string; 485 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 486 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 487 while (p)
488 {
710 p=strchr(p, ';'); 489 p = strchr (p, ';');
711 number_of_entries++; 490 number_of_entries++;
712 if (p) p++; 491 if (p)
492 p++;
713 } 493 }
494
714 p=shop_string; 495 p = shop_string;
715 strip_endline(p); 496 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 497 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 498 for (i = 0; i < number_of_entries; i++)
499 {
719 if (!p) { 500 if (!p)
501 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 502 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 503 break;
722 } 504 }
505
723 next_semicolon=strchr(p, ';'); 506 next_semicolon = strchr (p, ';');
724 next_colon=strchr(p, ':'); 507 next_colon = strchr (p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 508 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 509 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1); 510 items[i].strength = atoi (strchr (p, ':') + 1);
511
512 if (isdigit (*p) || *p == '*')
728 513 {
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 514 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum); 515 current_type = get_typedata (items[i].typenum);
732 if (current_type) { 516 if (current_type)
517 {
733 items[i].name=current_type->name; 518 items[i].name = current_type->name;
734 items[i].name_pl=current_type->name_pl; 519 items[i].name_pl = current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 } 520 }
753 } 521 }
522 else
523 { /*we have a named type, let's figure out what it is */
524 q = strpbrk (p, ";:");
525 if (q)
526 *q = '\0';
527
528 current_type = get_typedata_by_name (p);
529 if (current_type)
530 {
531 items[i].name = current_type->name;
532 items[i].typenum = current_type->number;
533 items[i].name_pl = current_type->name_pl;
534 }
535 else
536 { /* oh uh, something's wrong, let's free up this one, and try
537 * the next entry while we're at it, better print a warning
538 */
539 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
540 }
541 }
542
754 items[i].index=number_of_entries; 543 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 544 if (next_semicolon)
545 p = ++next_semicolon;
546 else
756 else p=NULL; 547 p = NULL;
757 } 548 }
549
758 free(shop_string); 550 free (shop_string);
759 return items; 551 return items;
760} 552}
761 553
762/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
764static void print_shop_string(mapstruct *m, char *output_string) { 556static const char *
765 int i; 557print_shop_string (maptile *m)
766 char tmp[MAX_BUF]; 558{
767 strcpy(output_string, ""); 559 static dynbuf_text buf; buf.clear ();
560
768 for (i=0; i< m->shopitems[0].index; i++) { 561 for (int i = 0; i < m->shopitems[0].index; i++)
562 {
769 if (m->shopitems[i].typenum) { 563 if (m->shopitems[i].typenum)
564 {
770 if (m->shopitems[i].strength) { 565 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 567 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
774 } 569 }
775 else { 570 else
571 {
776 if (m->shopitems[i].strength) { 572 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
778 } 574 else
779 else sprintf(tmp, "*"); 575 buf.printf ("*");
780 } 576 }
781 strcat(output_string, tmp);
782 } 577 }
578
579 return buf;
783} 580}
581
582//-GPL
784 583
785/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
787 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
788 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
790 * put all the stuff in the map object so that names actually make 589 * put all the stuff in the map object so that names actually make
791 * sense. 590 * sense.
792 * This could be done in lex (like the object loader), but I think 591 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 592 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 593 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 594 */
797 595bool
798static int load_map_header(FILE *fp, mapstruct *m) 596maptile::_load_header (object_thawer &thawer)
799{ 597{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 598 for (;;)
801 int msgpos=0; 599 {
802 int maplorepos=0; 600 switch (thawer.kw)
803
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805 buf[HUGE_BUF-1] = 0;
806 key = buf;
807 while (isspace(*key)) key++;
808 if (*key == 0) continue; /* empty line */
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 } 601 {
828 if (!end) { 602 case KW_msg:
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 603 thawer.get_ml (KW_endmsg, msg);
830 buf); 604 break;
605
606 case KW_lore: // CF+ extension
607 thawer.get_ml (KW_endlore, maplore);
608 break;
609
610 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore);
612 break;
613
614 case KW_arch:
615 if (strcmp (thawer.get_str (), "map"))
616 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
617 break;
618
619 case KW_oid:
620 thawer.get (this, thawer.get_sint32 ());
621 break;
622
623 case KW_file_format_version: break; // nop
624
625 case KW_name: thawer.get (name); break;
626 case KW_attach: thawer.get (attach); break;
627 case KW_reset_time: thawer.get (reset_time); break;
628 case KW_shopgreed: thawer.get (shopgreed); break;
629 case KW_shopmin: thawer.get (shopmin); break;
630 case KW_shopmax: thawer.get (shopmax); break;
631 case KW_shoprace: thawer.get (shoprace); break;
632 case KW_outdoor: thawer.get (outdoor); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
638
639 case KW_region: default_region = region::find (thawer.get_str ()); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641
642 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
645 case KW_x: case KW_width: thawer.get (width); break;
646 case KW_y: case KW_height: thawer.get (height); break;
647 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652
653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
662 case KW_end:
663 thawer.next ();
831 return 1; 664 return true;
832 }
833
834 665
835 /* key is the field name, value is what it should be set 666 default:
836 * to. We've already done the work to null terminate key, 667 if (!thawer.parse_error ("map"))
837 * and strip off any leading spaces for both of these. 668 return false;
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break; 669 break;
881 } 670 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955 671
956 if (tile<1 || tile>4) { 672 thawer.next ();
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0;
1003}
1004
1005/*
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022 673 }
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030 674
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { 675 abort ();
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 object_thawer thawer (fp, filename);
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049
1050 m->in_memory=MAP_LOADING;
1051 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1052 close_and_delete(fp, comp);
1053 m->in_memory=MAP_IN_MEMORY;
1054 if (!MAP_DIFFICULTY(m))
1055 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1056 set_map_reset_time(m);
1057 INVOKE_MAP (INSTANTIATE, m);
1058 return (m);
1059} 676}
1060 677
1061/* 678//+GPL
1062 * Loads a map, which has been loaded earlier, from file.
1063 * Return the map object we load into (this can change from the passed
1064 * option if we can't find the original map)
1065 */
1066
1067static mapstruct *load_temporary_map(mapstruct *m) {
1068 FILE *fp;
1069 int comp;
1070 char buf[MAX_BUF];
1071
1072 if (!m->tmpname) {
1073 LOG(llevError, "No temporary filename for map %s\n", m->path);
1074 strcpy(buf, m->path);
1075 delete_map(m);
1076 m = load_original_map(buf, 0);
1077 if(m==NULL) return NULL;
1078 fix_auto_apply(m); /* Chests which open as default */
1079 return m;
1080 }
1081
1082 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1083 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1084 strcpy(buf, m->path);
1085 delete_map(m);
1086 m = load_original_map(buf, 0);
1087 if(m==NULL) return NULL;
1088 fix_auto_apply(m); /* Chests which open as default */
1089 return m;
1090 }
1091
1092 object_thawer thawer (fp, m->tmpname);
1093
1094 if (load_map_header(thawer, m)) {
1095 LOG(llevError,"Error loading map header for %s (%s)\n",
1096 m->path, m->tmpname);
1097 delete_map(m);
1098 m = load_original_map(m->path, 0);
1099 return NULL;
1100 }
1101 allocate_map(m);
1102
1103 m->in_memory=MAP_LOADING;
1104 load_objects (m, thawer, 0);
1105 close_and_delete(fp, comp);
1106 m->in_memory=MAP_IN_MEMORY;
1107 INVOKE_MAP (SWAPIN, m);
1108 return m;
1109}
1110
1111/*
1112 * Loads a map, which has been loaded earlier, from file.
1113 * Return the map object we load into (this can change from the passed
1114 * option if we can't find the original map)
1115 */
1116
1117mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1118 FILE *fp;
1119 int comp;
1120 char pathname[MAX_BUF];
1121
1122 strcpy(pathname, create_overlay_pathname(filename));
1123
1124 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1125/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1126 return m;
1127 }
1128
1129 object_thawer thawer (fp, pathname);
1130
1131 if (load_map_header(thawer, m)) {
1132 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1133 m->path, pathname);
1134 delete_map(m);
1135 m = load_original_map(m->path, 0);
1136 return NULL;
1137 }
1138 /*allocate_map(m);*/
1139
1140 m->in_memory=MAP_LOADING;
1141 load_objects (m, thawer, MAP_OVERLAY);
1142 close_and_delete(fp, comp);
1143 m->in_memory=MAP_IN_MEMORY;
1144 return m;
1145}
1146 679
1147/****************************************************************************** 680/******************************************************************************
1148 * This is the start of unique map handling code 681 * This is the start of unique map handling code
1149 *****************************************************************************/ 682 *****************************************************************************/
1150 683
1151/* This goes through map 'm' and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
1152static void delete_unique_items(mapstruct *m) 685void
686maptile::clear_unique_items ()
1153{ 687{
688 for (int i = 0; i < size (); ++i)
689 {
1154 int i,j,unique; 690 int unique = 0;
1155 object *op, *next; 691 for (object *op = spaces [i].bot; op; )
692 {
693 object *above = op->above;
1156 694
1157 for(i=0; i<MAP_WIDTH(m); i++) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1158 for(j=0; j<MAP_HEIGHT(m); j++) {
1159 unique=0; 696 unique = 1;
1160 for (op=get_map_ob(m, i, j); op; op=next) { 697
1161 next = op->above; 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
1162 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 699 op->destroy ();
1163 unique=1; 700
1164 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 701 op = above;
1165 clean_object(op);
1166 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1167 remove_button_link(op);
1168 remove_ob(op);
1169 free_object(op);
1170 }
1171 }
1172 } 702 }
1173}
1174
1175
1176/*
1177 * Loads unique objects from file(s) into the map which is in memory
1178 * m is the map to load unique items into.
1179 */
1180static void load_unique_objects(mapstruct *m) {
1181 FILE *fp;
1182 int comp,count;
1183 char firstname[MAX_BUF];
1184
1185 for (count=0; count<10; count++) {
1186 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1187 if (!access(firstname, R_OK)) break;
1188 }
1189 /* If we get here, we did not find any map */
1190 if (count==10) return;
1191
1192 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1193 /* There is no expectation that every map will have unique items, but this
1194 * is debug output, so leave it in.
1195 */
1196 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1197 return;
1198 }
1199
1200 object_thawer thawer (fp, firstname);
1201
1202 m->in_memory=MAP_LOADING;
1203 if (m->tmpname == NULL) /* if we have loaded unique items from */
1204 delete_unique_items(m); /* original map before, don't duplicate them */
1205 load_object(thawer, NULL, LO_NOREAD,0);
1206 load_objects (m, thawer, 0);
1207 close_and_delete(fp, comp);
1208 m->in_memory=MAP_IN_MEMORY;
1209}
1210
1211
1212/*
1213 * Saves a map to file. If flag is set, it is saved into the same
1214 * file it was (originally) loaded from. Otherwise a temporary
1215 * filename will be genarated, and the file will be stored there.
1216 * The temporary filename will be stored in the mapstructure.
1217 * If the map is unique, we also save to the filename in the map
1218 * (this should have been updated when first loaded)
1219 */
1220
1221int
1222new_save_map (mapstruct * m, int flag)
1223{
1224 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1225 int i;
1226
1227 if (flag && !*m->path)
1228 { 703 }
1229 LOG (llevError, "Tried to save map without path.\n"); 704}
1230 return -1;
1231 }
1232 705
1233 if (flag || (m->unique) || (m->templatemap)) 706//-GPL
1234 {
1235 if (!m->unique && !m->templatemap)
1236 { /* flag is set */
1237 if (flag == 2)
1238 strcpy (filename, create_overlay_pathname (m->path));
1239 else
1240 strcpy (filename, create_pathname (m->path));
1241 }
1242 else
1243 strcpy (filename, m->path);
1244 707
1245 make_path_to_file (filename); 708bool
1246 } 709maptile::_save_header (object_freezer &freezer)
1247 else 710{
1248 { 711#define MAP_OUT(k) freezer.put (KW(k), k)
1249 if (!m->tmpname) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
1250 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1251 strcpy (filename, m->tmpname);
1252 }
1253 713
1254 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 714 MAP_OUT2 (arch, CS(map));
1255 m->in_memory = MAP_SAVING;
1256 715
1257 object_freezer fp (filename); 716 if (name) MAP_OUT (name);
1258 717 MAP_OUT (swap_time);
1259 /* legacy */ 718 MAP_OUT (reset_time);
1260 fprintf (fp, "arch map\n"); 719 MAP_OUT (reset_timeout);
1261 if (m->name)
1262 fprintf (fp, "name %s\n", m->name);
1263 if (!flag)
1264 fprintf (fp, "swap_time %d\n", m->swap_time);
1265 if (m->reset_timeout)
1266 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1267 if (m->fixed_resettime) 720 MAP_OUT (fixed_resettime);
1268 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 721 MAP_OUT (no_reset);
1269 /* we unfortunately have no idea if this is a value the creator set 722 MAP_OUT (no_drop);
1270 * or a difficulty value we generated when the map was first loaded 723 MAP_OUT (difficulty);
1271 */ 724 if (default_region) MAP_OUT2 (region, default_region->name);
1272 if (m->difficulty)
1273 fprintf (fp, "difficulty %d\n", m->difficulty);
1274 if (m->region)
1275 fprintf (fp, "region %s\n", m->region->name);
1276 if (m->shopitems)
1277 {
1278 print_shop_string (m, shop);
1279 fprintf (fp, "shopitems %s\n", shop);
1280 }
1281 if (m->shopgreed)
1282 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1283#ifndef WIN32
1284 if (m->shopmin)
1285 fprintf (fp, "shopmin %llu\n", m->shopmin);
1286 if (m->shopmax)
1287 fprintf (fp, "shopmax %llu\n", m->shopmax);
1288#else
1289 if (m->shopmin)
1290 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax)
1292 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1293#endif
1294 if (m->shoprace)
1295 fprintf (fp, "shoprace %s\n", m->shoprace);
1296 if (m->darkness)
1297 fprintf (fp, "darkness %d\n", m->darkness);
1298 if (m->width)
1299 fprintf (fp, "width %d\n", m->width);
1300 if (m->height)
1301 fprintf (fp, "height %d\n", m->height);
1302 if (m->enter_x)
1303 fprintf (fp, "enter_x %d\n", m->enter_x);
1304 if (m->enter_y)
1305 fprintf (fp, "enter_y %d\n", m->enter_y);
1306 if (m->msg)
1307 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1308 if (m->maplore)
1309 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1310 if (m->unique)
1311 fprintf (fp, "unique %d\n", m->unique);
1312 if (m->templatemap)
1313 fprintf (fp, "template %d\n", m->templatemap);
1314 if (m->outdoor)
1315 fprintf (fp, "outdoor %d\n", m->outdoor);
1316 if (m->temp)
1317 fprintf (fp, "temp %d\n", m->temp);
1318 if (m->pressure)
1319 fprintf (fp, "pressure %d\n", m->pressure);
1320 if (m->humid)
1321 fprintf (fp, "humid %d\n", m->humid);
1322 if (m->windspeed)
1323 fprintf (fp, "windspeed %d\n", m->windspeed);
1324 if (m->winddir)
1325 fprintf (fp, "winddir %d\n", m->winddir);
1326 if (m->sky)
1327 fprintf (fp, "sky %d\n", m->sky);
1328 if (m->nosmooth)
1329 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1330 if (m->safe_map)
1331 fprintf (fp, "safe_map %d\n", m->safe_map);
1332 725
1333 /* Save any tiling information, except on overlays */ 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
1334 if (flag != 2) 727 MAP_OUT (shopgreed);
1335 for (i = 0; i < 4; i++) 728 MAP_OUT (shopmin);
1336 if (m->tile_path[i]) 729 MAP_OUT (shopmax);
1337 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]); 730 if (shoprace) MAP_OUT (shoprace);
1338 731
1339 fprintf (fp, "end\n"); 732 MAP_OUT (width);
733 MAP_OUT (height);
734 MAP_OUT (enter_x);
735 MAP_OUT (enter_y);
736 MAP_OUT (darkness);
737 MAP_OUT (outdoor);
1340 738
1341 /* In the game save unique items in the different file, but 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
1342 * in the editor save them to the normal map file. 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
1343 * If unique map, save files in the proper destination (set by
1344 * player)
1345 */
1346 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1347 {
1348 sprintf (buf, "%s.v00", create_items_path (m->path));
1349 741
1350 object_freezer fp2 (buf); 742 MAP_OUT (per_player);
743 MAP_OUT (per_party);
1351 744
1352 if (flag == 2) 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
1353 save_objects (m, fp, fp2, 2); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
1354 else 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
1355 save_objects (m, fp, fp2, 0); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
1356 }
1357 else
1358 { /* save same file when not playing, like in editor */
1359 save_objects (m, fp, fp, 0);
1360 }
1361 749
750 freezer.put (this);
751 freezer.put (KW(end));
752
1362 return 0; 753 return true;
1363} 754}
1364 755
1365 756bool
1366/* 757maptile::_save_header (const char *path)
1367 * Remove and free all objects in the inventory of the given object.
1368 * object.c ?
1369 */
1370
1371void clean_object(object *op)
1372{ 758{
1373 object *tmp, *next; 759 object_freezer freezer;
1374 760
1375 for(tmp = op->inv; tmp; tmp = next) 761 if (!_save_header (freezer))
1376 { 762 return false;
1377 next = tmp->below; 763
1378 clean_object(tmp); 764 return freezer.save (path);
1379 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1380 remove_button_link(tmp);
1381 remove_ob(tmp);
1382 free_object(tmp);
1383 }
1384} 765}
766
767//+GPL
1385 768
1386/* 769/*
1387 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
1388 */ 771 */
772void
773maptile::clear ()
774{
775 if (spaces)
776 {
777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
778 while (object *op = ms->bot)
779 {
780 // manually remove, as to not trigger anything
781 if (ms->bot = op->above)
782 ms->bot->below = 0;
1389 783
1390void free_all_objects(mapstruct *m) { 784 op->flag [FLAG_REMOVED] = true;
1391 int i,j;
1392 object *op;
1393 785
1394 for(i=0;i<MAP_WIDTH(m);i++) 786 object *head = op->head_ ();
1395 for(j=0;j<MAP_HEIGHT(m);j++) { 787 if (op == head)
1396 object *previous_obj=NULL; 788 op->destroy ();
1397 while((op=GET_MAP_OB(m,i,j))!=NULL) { 789 else if (head->map != op->map)
1398 if (op==previous_obj) { 790 {
1399 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1400 break; 792 head->destroy ();
1401 } 793 }
1402 previous_obj=op;
1403 if(op->head!=NULL)
1404 op = op->head;
1405
1406 /* If the map isn't in memory, free_object will remove and
1407 * free objects in op's inventory. So let it do the job.
1408 */
1409 if (m->in_memory==MAP_IN_MEMORY)
1410 clean_object(op);
1411 remove_ob(op);
1412 free_object(op);
1413 } 794 }
1414 }
1415#ifdef MANY_CORES
1416 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1417 * an item on that map was not saved - look for that condition and die as appropriate -
1418 * this leaves more of the map data intact for better debugging.
1419 */
1420 for (op=objects; op!=NULL; op=op->next) {
1421 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1422 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1423 abort();
1424 }
1425 }
1426#endif
1427}
1428 795
1429/* 796 sfree0 (spaces, size ());
1430 * Frees everything allocated by the given mapstructure.
1431 * don't free tmpname - our caller is left to do that
1432 */
1433
1434void free_map(mapstruct *m,int flag) {
1435 int i;
1436
1437 if (!m->in_memory) {
1438 LOG(llevError,"Trying to free freed map.\n");
1439 return;
1440 } 797 }
1441 if (flag && m->spaces) free_all_objects(m); 798
1442 if (m->name) FREE_AND_CLEAR(m->name);
1443 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1444 if (m->msg) FREE_AND_CLEAR(m->msg);
1445 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1446 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1447 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1448 if (m->buttons) 799 if (buttons)
1449 free_objectlinkpt(m->buttons); 800 free_objectlinkpt (buttons), buttons = 0;
1450 m->buttons = NULL; 801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
804}
805
806void
807maptile::clear_header ()
808{
809 name = 0;
810 msg = 0;
811 maplore = 0;
812 shoprace = 0;
813 delete [] shopitems, shopitems = 0;
814
1451 for (i=0; i<4; i++) { 815 for (int i = 0; i < 4; i++)
1452 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 816 tile_path [i] = 0;
1453 m->tile_map[i] = NULL;
1454 }
1455 m->in_memory = MAP_SWAPPED;
1456} 817}
1457 818
1458/* 819maptile::~maptile ()
1459 * function: vanish mapstruct 820{
1460 * m : pointer to mapstruct, if NULL no action 821 assert (destroyed ());
1461 * this deletes all the data on the map (freeing pointers) 822}
1462 * and then removes this map from the global linked list of maps.
1463 */
1464 823
1465void delete_map(mapstruct *m) { 824void
1466 mapstruct *tmp, *last; 825maptile::clear_links_to (maptile *m)
1467 int i; 826{
1468
1469 if (!m)
1470 return;
1471 if (m->in_memory == MAP_IN_MEMORY) {
1472 /* change to MAP_SAVING, even though we are not,
1473 * so that remove_ob doesn't do as much work.
1474 */
1475 m->in_memory = MAP_SAVING;
1476 free_map (m, 1);
1477 }
1478 /* move this out of free_map, since tmpname can still be needed if
1479 * the map is swapped out.
1480 */
1481 if (m->tmpname) {
1482 free(m->tmpname);
1483 m->tmpname=NULL;
1484 }
1485 last = NULL;
1486 /* We need to look through all the maps and see if any maps 827 /* We need to look through all the maps and see if any maps
1487 * are pointing at this one for tiling information. Since 828 * are pointing at this one for tiling information. Since
1488 * tiling can be assymetric, we just can not look to see which 829 * tiling can be asymetric, we just can not look to see which
1489 * maps this map tiles with and clears those. 830 * maps this map tiles with and clears those.
1490 */ 831 */
1491 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1492 if (tmp->next == m) last = tmp;
1493
1494 /* This should hopefully get unrolled on a decent compiler */
1495 for (i=0; i<4; i++) 832 for (int i = 0; i < 4; i++)
1496 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 833 if (tile_map[i] == m)
1497 } 834 tile_map[i] = 0;
835}
1498 836
1499 /* If last is null, then this should be the first map in the list */ 837void
1500 if (!last) { 838maptile::do_destroy ()
1501 if (m == first_map) 839{
1502 first_map = m->next; 840 attachable::do_destroy ();
841
842 clear ();
843}
844
845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
847void
848maptile::do_decay_objects ()
849{
850 if (!spaces)
851 return;
852
853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
854 for (object *above, *op = ms->bot; op; op = above)
855 {
856 above = op->above;
857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
872 {
873 op->stats.dam--;
874 if (op->stats.dam < 0)
875 destroy = 1;
876 }
877 else if (op->is_armor ())
878 {
879 op->stats.ac--;
880 if (op->stats.ac < 0)
881 destroy = 1;
882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
1503 else 889 else
1504 /* m->path is a static char, so should hopefully still have 890 {
1505 * some useful data in it. 891 int mat = op->materials;
892
893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
1506 */ 904 )
1507 LOG(llevError,"delete_map: Unable to find map %s in list\n", 905 destroy = 1;
1508 m->path);
1509 }
1510 else
1511 last->next = m->next;
1512
1513 free (m);
1514}
1515
1516
1517
1518/*
1519 * Makes sure the given map is loaded and swapped in.
1520 * name is path name of the map.
1521 * flags meaning:
1522 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1523 * and don't do unique items or the like.
1524 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1525 * dont do any more name translation on it.
1526 *
1527 * Returns a pointer to the given map.
1528 */
1529
1530mapstruct *ready_map_name(const char *name, int flags) {
1531 mapstruct *m;
1532
1533 if (!name)
1534 return (NULL);
1535
1536 /* Have we been at this level before? */
1537 m = has_been_loaded (name);
1538
1539 /* Map is good to go, so just return it */
1540 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1541 return m;
1542 }
1543
1544 /* unique maps always get loaded from their original location, and never
1545 * a temp location. Likewise, if map_flush is set, or we have never loaded
1546 * this map, load it now. I removed the reset checking from here -
1547 * it seems the probability of a player trying to enter a map that should
1548 * reset but hasn't yet is quite low, and removing that makes this function
1549 * a bit cleaner (and players probably shouldn't rely on exact timing for
1550 * resets in any case - if they really care, they should use the 'maps command.
1551 */
1552 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1553
1554 /* first visit or time to reset */
1555 if (m) {
1556 clean_tmp_map(m); /* Doesn't make much difference */
1557 delete_map(m);
1558 } 906 }
1559 907
1560 /* create and load a map */ 908 /* adjust overall chance below */
1561 if (flags & MAP_PLAYER_UNIQUE) 909 if (destroy && rndm (0, 1))
1562 LOG(llevDebug, "Trying to load map %s.\n", name); 910 op->destroy ();
1563 else
1564 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1565
1566 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1567 return (NULL);
1568
1569 fix_auto_apply(m); /* Chests which open as default */
1570
1571 /* If a player unique map, no extra unique object file to load.
1572 * if from the editor, likewise.
1573 */
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1575 load_unique_objects(m);
1576
1577 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1578 m=load_overlay_map(name, m);
1579 if (m==NULL)
1580 return NULL;
1581 } 911 }
1582
1583 } else {
1584 /* If in this loop, we found a temporary map, so load it up. */
1585
1586 m=load_temporary_map (m);
1587 if(m==NULL) return NULL;
1588 load_unique_objects(m);
1589
1590 clean_tmp_map(m);
1591 m->in_memory = MAP_IN_MEMORY;
1592 /* tempnam() on sun systems (probably others) uses malloc
1593 * to allocated space for the string. Free it here.
1594 * In some cases, load_temporary_map above won't find the
1595 * temporary map, and so has reloaded a new map. If that
1596 * is the case, tmpname is now null
1597 */
1598 if (m->tmpname) free(m->tmpname);
1599 m->tmpname = NULL;
1600 /* It's going to be saved anew anyway */
1601 }
1602
1603 /* Below here is stuff common to both first time loaded maps and
1604 * temp maps.
1605 */
1606
1607 decay_objects(m); /* start the decay */
1608 /* In case other objects press some buttons down */
1609 update_buttons(m);
1610 if (m->outdoor)
1611 set_darkness_map(m);
1612 /* run the weather over this map */
1613 weather_effect(name);
1614 return m;
1615} 912}
1616
1617 913
1618/* 914/*
1619 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
1620 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1621 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
1622 * 918 *
1623 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
1624 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
1625 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1626 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1627 */ 923 */
1628 924int
1629int calculate_difficulty(mapstruct *m) { 925maptile::estimate_difficulty () const
1630 object *op; 926{
1631 archetype *at;
1632 int x, y, i, diff;
1633 long monster_cnt = 0; 927 long monster_cnt = 0;
1634 double avgexp = 0; 928 double avgexp = 0;
1635 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1636 930
1637 if (MAP_DIFFICULTY (m)) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1638 { 932 for (object *op = ms->bot; op; op = op->above)
1639 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1640 return MAP_DIFFICULTY (m);
1641 }
1642
1643 for(x = 0; x < MAP_WIDTH(m); x++)
1644 for(y = 0; y < MAP_HEIGHT(m); y++)
1645 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1646 { 933 {
1647 if(QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1648 { 935 {
1649 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1650 monster_cnt++; 937 monster_cnt++;
1651 } 938 }
1652 939
1653 if(QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1654 { 941 {
1655 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1656 at = type_to_archetype(GENERATE_TYPE (op));
1657 943
1658 if(at != NULL) 944 if (archetype *at = op->other_arch)
945 {
1659 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1660
1661 monster_cnt++; 947 monster_cnt++;
1662 } 948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1663 } 955 }
956 }
1664 957
1665 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1666 959
1667 for (i = 1; i <= settings.max_level; i++) 960 for (int i = 1; i <= settings.max_level; i++)
1668 {
1669 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 961 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1670 {
1671 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1672 return i; 962 return i;
1673 }
1674 }
1675 963
1676 return 1; 964 return 1;
1677}
1678
1679void clean_tmp_map(mapstruct *m) {
1680 if(m->tmpname == NULL)
1681 return;
1682 INVOKE_MAP (CLEAN, m);
1683 (void) unlink(m->tmpname);
1684}
1685
1686void free_all_maps(void)
1687{
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699} 965}
1700 966
1701/* change_map_light() - used to change map light level (darkness) 967/* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be 968 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1. 969 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related 970 * Move this from los.c to map.c since this is more related
1705 * to maps than los. 971 * to maps than los.
1706 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1707 */ 973 */
1708 974int
1709int change_map_light(mapstruct *m, int change) { 975maptile::change_map_light (int change)
1710 int new_level = m->darkness + change; 976{
1711
1712 /* Nothing to do */ 977 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) || 978 if (!change)
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0; 979 return 0;
1716 }
1717 980
1718 /* inform all players on the map */ 981 /* inform all players on the map */
1719 if (change>0) 982 if (change > 0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1721 else 984 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1723 986
1724 /* Do extra checking. since m->darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1725 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change
1727 * is not +/-1
1728 */
1729 if (new_level < 0) m->darkness = 0;
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1731 else m->darkness=new_level;
1732 988
1733 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m); 990 update_all_map_los (this);
991
1735 return 1; 992 return 1;
1736} 993}
1737
1738 994
1739/* 995/*
1740 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic, 997 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing 998 * has a living creatures, prevents people from passing
1743 * through, etc) 999 * through, etc)
1744 */ 1000 */
1745void update_position (mapstruct *m, int x, int y) { 1001void
1746 object *tmp, *last = NULL; 1002mapspace::update_ ()
1747 uint8 flags = 0, oldflags, light=0, anywhere=0; 1003{
1748 New_Face *top,*floor, *middle; 1004 object *last = 0;
1749 object *top_obj, *floor_obj, *middle_obj; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1751 1012
1752 oldflags = GET_MAP_FLAGS(m,x,y); 1013 //object *middle = 0;
1753 if (!(oldflags & P_NEED_UPDATE)) { 1014 //object *top = 0;
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1015 //object *floor = 0;
1755 m->path, x, y); 1016 // this seems to generate better code than using locals, above
1756 return; 1017 object *&top = faces_obj[0] = 0;
1018 object *&middle = faces_obj[1] = 0;
1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1757 } 1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius;
1758 1027
1759 middle=blank_face;
1760 top=blank_face;
1761 floor=blank_face;
1762
1763 middle_obj = NULL;
1764 top_obj = NULL;
1765 floor_obj = NULL;
1766
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1768
1769 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?)
1773 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius;
1775
1776 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1781 * 1033 *
1782 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1783 */ 1035 */
1784 if (!tmp->invisible) { 1036 if (expect_true (!tmp->invisible))
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1037 {
1786 top = tmp->face; 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1787 top_obj = tmp; 1039 top = tmp;
1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 {
1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them.
1044 */
1045 middle = 0;
1046 top = 0;
1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1788 } 1050 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1051 else
1790 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them.
1792 */
1793 middle=blank_face;
1794 top=blank_face;
1795 floor = tmp->face;
1796 floor_obj = tmp;
1797 } 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1798 /* Flag anywhere have high priority */ 1059 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1800 middle = tmp->face;
1801
1802 middle_obj = tmp;
1803 anywhere =1; 1061 anywhere = tmp;
1804 } 1062
1805 /* Find the highest visible face around. If equal 1063 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the 1064 * visibilities, we still want the one nearer to the
1807 * top 1065 * top
1808 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1810 middle = tmp->face;
1811 middle_obj = tmp;
1812 }
1813 }
1814 if (tmp==tmp->above) {
1815 LOG(llevError, "Error in structure of map\n");
1816 exit (-1);
1817 }
1818
1819 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow;
1824
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1826 flags |= P_IS_ALIVE;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1828 flags |= P_NO_MAGIC;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1830 flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_GROUND)
1832 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835 flags |= P_BLOCKSVIEW;
1836 } /* for stack of objects */
1837
1838 /* we don't want to rely on this function to have accurate flags, but
1839 * since we're already doing the work, we calculate them here.
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853
1854 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at
1856 * this point.
1857 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one.
1859 *
1860 * We now need to fill in top.face and/or middle.face.
1861 */
1862
1863 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects.
1867 */
1868 if (top == middle) middle=blank_face;
1869
1870 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both.
1874 */
1875
1876 for (tmp=last; tmp; tmp=tmp->below) {
1877 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1879
1880 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break;
1882
1883 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) {
1885 /* Fill in top if needed */
1886 if (top == blank_face) {
1887 top = tmp->face;
1888 top_obj = tmp;
1889 if (top == middle) middle=blank_face;
1890 } else {
1891 /* top is already set - we should only get here if
1892 * middle is not set
1893 *
1894 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since
1896 *
1897 */ 1066 */
1898 if (tmp->face != top ) { 1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1899 middle = tmp->face; 1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1900 middle_obj = tmp; 1070 middle = tmp;
1901 break;
1902 } 1071 }
1903 } 1072 }
1904 } 1073 }
1074
1075 move_slow |= tmp->move_slow;
1076 move_block |= tmp->move_block;
1077 move_on |= tmp->move_on;
1078 move_off |= tmp->move_off;
1079 move_allow |= tmp->move_allow;
1080
1081 allflags |= tmp->flag;
1082
1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1098 this->flags_ = flags;
1099 this->move_block = move_block & ~move_allow;
1100 this->move_on = move_on;
1101 this->move_off = move_off;
1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1105
1106 /* At this point, we have a floor face (if there is a floor),
1107 * and the floor is set - we are not going to touch it at
1108 * this point.
1109 * middle contains the highest visibility face.
1110 * top contains a player/monster face, if there is one.
1111 *
1112 * We now need to fill in top.face and/or middle.face.
1113 */
1114
1115 /* If the top face also happens to be high visibility, re-do our
1116 * middle face. This should not happen, as we already have the
1117 * else statement above so middle should not get set. OTOH, it
1118 * may be possible for the faces to match but be different objects.
1119 */
1120 if (top == middle)
1121 middle = 0;
1122
1123 /* There are three posibilities at this point:
1124 * 1) top face is set, need middle to be set.
1125 * 2) middle is set, need to set top.
1126 * 3) neither middle or top is set - need to set both.
1127 */
1128
1129 for (object *tmp = last; tmp; tmp = tmp->below)
1905 } 1130 {
1906 if (middle == floor) middle = blank_face; 1131 /* Once we get to a floor, stop, since we already have a floor object */
1907 if (top == middle) middle = blank_face; 1132 if (tmp->flag [FLAG_IS_FLOOR])
1908 SET_MAP_FACE(m,x,y,top,0); 1133 break;
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924}
1925 1134
1135 /* If two top faces are already set, quit processing */
1136 if (top && middle)
1137 break;
1926 1138
1927void set_map_reset_time(mapstruct *map) { 1139 /* Only show visible faces */
1928 int timeout; 1140 if (!tmp->invisible)
1141 {
1142 /* Fill in top if needed */
1143 if (!top)
1144 {
1145 top = tmp;
1146 if (top == middle)
1147 middle = 0;
1148 }
1149 else
1150 {
1151 /* top is already set - we should only get here if
1152 * middle is not set
1153 *
1154 * Set the middle face and break out, since there is nothing
1155 * more to fill in. We don't check visiblity here, since
1156 *
1157 */
1158 if (tmp != top)
1159 {
1160 middle = tmp;
1161 break;
1162 }
1163 }
1164 }
1165 }
1929 1166
1930 timeout = MAP_RESET_TIMEOUT(map); 1167 if (middle == floor)
1931 if (timeout <= 0) 1168 middle = 0;
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936}
1937 1169
1938/* this updates the orig_map->tile_map[tile_num] value after loading 1170 if (top == middle)
1939 * the map. It also takes care of linking back the freshly loaded 1171 middle = 0;
1940 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success.
1943 */
1944 1172
1945static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1173#if 0
1946{ 1174 faces_obj [0] = top;
1947 int dest_tile = (tile_num +2) % 4; 1175 faces_obj [1] = middle;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1176 faces_obj [2] = floor;
1177#endif
1178}
1949 1179
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1180maptile *
1181maptile::tile_available (int dir, bool load)
1182{
1183 if (tile_path[dir])
1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1951 1187
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1189 return tile_map[dir];
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1190 }
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956 1191
1957 return orig_map->tile_map[tile_num]; 1192 return 0;
1958} 1193}
1959 1194
1960/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it 1198 * This is the function should always be used when it
1964 * necessary to check for valid coordinates. 1199 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the 1200 * This function will recursively call itself for the
1966 * tiled maps. 1201 * tiled maps.
1967 * 1202 */
1968 * 1203int
1969 */
1970int out_of_map(mapstruct *m, int x, int y) 1204out_of_map (maptile *m, int x, int y)
1971{ 1205{
1972
1973 /* If we get passed a null map, this is obviously the 1206 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the 1207 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen. 1208 * map loads fail below, it could happen.
1976 */ 1209 */
1977 if (!m) return 0; 1210 if (!m)
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0; 1211 return 0;
1212
1213 if (x < 0)
1214 {
1215 if (!m->tile_available (3))
1216 return 1;
1217
1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1219 }
1220
1221 if (x >= m->width)
1222 {
1223 if (!m->tile_available (1))
1224 return 1;
1225
1226 return out_of_map (m->tile_map[1], x - m->width, y);
1227 }
1228
1229 if (y < 0)
1230 {
1231 if (!m->tile_available (0))
1232 return 1;
1233
1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1235 }
1236
1237 if (y >= m->height)
1238 {
1239 if (!m->tile_available (2))
1240 return 1;
1241
1242 return out_of_map (m->tile_map[2], x, y - m->height);
1243 }
1244
1245 /* Simple case - coordinates are within this local
1246 * map.
1247 */
1248 return 0;
2012} 1249}
2013 1250
2014/* This is basically the same as out_of_map above, but 1251/* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates 1252 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns 1253 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and 1254 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates. 1255 * updates x and y to be the localised coordinates.
2019 * Using this is more efficient of calling out_of_map 1256 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is 1257 * and then figuring out what the real map is
2021 */ 1258 */
2022mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1259maptile *
1260maptile::xy_find (sint16 &x, sint16 &y)
2023{ 1261{
2024 1262 if (x < 0)
2025 if (*x<0) {
2026 if (!m->tile_path[3]) return NULL;
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3);
2029
2030 *x += MAP_WIDTH(m->tile_map[3]);
2031 return (get_map_from_coord(m->tile_map[3], x, y));
2032 } 1263 {
2033 if (*x>=MAP_WIDTH(m)) { 1264 if (!tile_available (3))
2034 if (!m->tile_path[1]) return NULL; 1265 return 0;
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1);
2037 1266
2038 *x -= MAP_WIDTH(m); 1267 x += tile_map[3]->width;
2039 return (get_map_from_coord(m->tile_map[1], x, y)); 1268 return tile_map[3]->xy_find (x, y);
1269 }
1270
1271 if (x >= width)
2040 } 1272 {
2041 if (*y<0) { 1273 if (!tile_available (1))
2042 if (!m->tile_path[0]) return NULL; 1274 return 0;
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0);
2045 1275
2046 *y += MAP_HEIGHT(m->tile_map[0]); 1276 x -= width;
2047 return (get_map_from_coord(m->tile_map[0], x, y)); 1277 return tile_map[1]->xy_find (x, y);
1278 }
1279
1280 if (y < 0)
2048 } 1281 {
2049 if (*y>=MAP_HEIGHT(m)) { 1282 if (!tile_available (0))
2050 if (!m->tile_path[2]) return NULL; 1283 return 0;
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2);
2053 1284
2054 *y -= MAP_HEIGHT(m); 1285 y += tile_map[0]->height;
2055 return (get_map_from_coord(m->tile_map[2], x, y)); 1286 return tile_map[0]->xy_find (x, y);
1287 }
1288
1289 if (y >= height)
2056 } 1290 {
1291 if (!tile_available (2))
1292 return 0;
2057 1293
1294 y -= height;
1295 return tile_map[2]->xy_find (x, y);
1296 }
1297
2058 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
2059 * map. 1299 * map.
2060 */ 1300 */
2061 1301 return this;
2062 return m;
2063} 1302}
2064 1303
2065/** 1304/**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from 1305 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
2068 */ 1307 */
1308int
2069static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1310{
2070 if (!map1 || !map2) 1311 if (!map1 || !map2)
2071 return 0; 1312 return 0;
2072 1313
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 //fix: compare paths instead (this is likely faster, too!)
2073 if (map1 == map2) { 1316 if (map1 == map2)
1317 {
2074 *dx = 0; 1318 *dx = 0;
2075 *dy = 0; 1319 *dy = 0;
2076 1320 }
2077 } else if (map1->tile_map[0] == map2) { /* up */ 1321 else if (map1->tile_map[0] == map2)
1322 { /* up */
2078 *dx = 0; 1323 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2); 1324 *dy = -map2->height;
1325 }
2080 } else if (map1->tile_map[1] == map2) { /* right */ 1326 else if (map1->tile_map[1] == map2)
2081 *dx = MAP_WIDTH(map1); 1327 { /* right */
1328 *dx = map1->width;
2082 *dy = 0; 1329 *dy = 0;
1330 }
2083 } else if (map1->tile_map[2] == map2) { /* down */ 1331 else if (map1->tile_map[2] == map2)
1332 { /* down */
2084 *dx = 0; 1333 *dx = 0;
2085 *dy = MAP_HEIGHT(map1); 1334 *dy = map1->height;
1335 }
2086 } else if (map1->tile_map[3] == map2) { /* left */ 1336 else if (map1->tile_map[3] == map2)
2087 *dx = -MAP_WIDTH(map2); 1337 { /* left */
1338 *dx = -map2->width;
2088 *dy = 0; 1339 *dy = 0;
2089 1340 }
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1342 { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]); 1343 *dx = map1->tile_map[0]->width;
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1344 *dy = -map1->tile_map[0]->height;
1345 }
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2094 *dx = -MAP_WIDTH(map2); 1347 { /* up left */
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1348 *dx = -map2->width;
1349 *dy = -map1->tile_map[0]->height;
1350 }
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2097 *dx = MAP_WIDTH(map1); 1352 { /* right up */
2098 *dy = -MAP_HEIGHT(map2); 1353 *dx = map1->width;
1354 *dy = -map2->height;
1355 }
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2100 *dx = MAP_WIDTH(map1); 1357 { /* right down */
2101 *dy = MAP_HEIGHT(map1->tile_map[1]); 1358 *dx = map1->width;
1359 *dy = map1->tile_map[1]->height;
1360 }
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1362 { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]); 1363 *dx = map1->tile_map[2]->width;
2104 *dy = MAP_HEIGHT(map1); 1364 *dy = map1->height;
1365 }
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2106 *dx = -MAP_WIDTH(map2); 1367 { /* down left */
2107 *dy = MAP_HEIGHT(map1); 1368 *dx = -map2->width;
1369 *dy = map1->height;
1370 }
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1372 { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]); 1373 *dx = -map1->tile_map[3]->width;
2110 *dy = -MAP_HEIGHT(map2); 1374 *dy = -map2->height;
1375 }
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1377 { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]); 1378 *dx = -map1->tile_map[3]->width;
2113 *dy = MAP_HEIGHT(map1->tile_map[3]); 1379 *dy = map1->tile_map[3]->height;
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 } 1380 }
2118 1381 else
2119 return 1; 1382 return 0;
1383
1384 return 1;
1385}
1386
1387maptile *
1388maptile::xy_load (sint16 &x, sint16 &y)
1389{
1390 maptile *map = xy_find (x, y);
1391
1392 if (map)
1393 map->load_sync ();
1394
1395 return map;
1396}
1397
1398maptile *
1399get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400{
1401 return m->xy_load (*x, *y);
2120} 1402}
2121 1403
2122/* From map.c 1404/* From map.c
2123 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
2125 * so you just can not look the the map coordinates and get the 1407 * so you just can not look the the map coordinates and get the
2126 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
2127 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
2128 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
2129 * monster that is closest. 1411 * monster that is closest.
2130 * 1412 *
2131 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
2132 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
2137 * be unexpected 1419 * be unexpected
2138 * 1420 *
2139 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1' 1422 * closest body part of 'op1'
2141 */ 1423 */
2142 1424void
2143void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1426{
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428 {
2145 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000; 1430 retval->distance = 10000;
2147 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
2148 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
2149 retval->direction = 0; 1433 retval->direction = 0;
2150 retval->part = 0; 1434 retval->part = 0;
2151 } else { 1435 }
2152 object *best; 1436 else
2153 1437 {
2154 retval->distance_x += op2->x-op1->x; 1438 retval->distance_x += op2->x - op1->x;
2155 retval->distance_y += op2->y-op1->y; 1439 retval->distance_y += op2->y - op1->y;
2156 1440
2157 best = op1; 1441 object *best = op1;
1442
2158 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) { 1444 if (!(flags & 1) && op1->more)
2160 object *tmp; 1445 {
2161 int best_distance = retval->distance_x*retval->distance_x+ 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2162 retval->distance_y*retval->distance_y, tmpi;
2163 1447
2164 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the 1450 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic 1451 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works. 1452 * below works.
2169 */ 1453 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1454 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2173 if (tmpi < best_distance) { 1458 if (tmpi < best_distance)
1459 {
2174 best_distance = tmpi; 1460 best_distance = tmpi;
2175 best = tmp; 1461 best = tmp;
2176 } 1462 }
2177 } 1463 }
1464
2178 if (best != op1) { 1465 if (best != op1)
1466 {
2179 retval->distance_x += op1->x-best->x; 1467 retval->distance_x += op1->x - best->x;
2180 retval->distance_y += op1->y-best->y; 1468 retval->distance_y += op1->y - best->y;
2181 } 1469 }
2182 } 1470 }
1471
2183 retval->part = best; 1472 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2186 } 1475 }
2187} 1476}
2188 1477
2189/* this is basically the same as get_rangevector above, but instead of 1478/* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map 1479 * the first parameter being an object, it instead is the map
2194 * flags has no meaning for this function at this time - I kept it in to 1483 * flags has no meaning for this function at this time - I kept it in to
2195 * be more consistant with the above function and also in case they are needed 1484 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best 1485 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL. 1486 * field of the rv_vector is set to NULL.
2198 */ 1487 */
2199 1488void
2200void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1489get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1490{
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1492 {
2202 /* be conservative and fill in _some_ data */ 1493 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000; 1494 retval->distance = 100000;
2204 retval->distance_x = 32767; 1495 retval->distance_x = 32767;
2205 retval->distance_y = 32767; 1496 retval->distance_y = 32767;
2206 retval->direction = 0; 1497 retval->direction = 0;
2207 retval->part = 0; 1498 retval->part = 0;
2208 } else { 1499 }
1500 else
1501 {
2209 retval->distance_x += op2->x-x; 1502 retval->distance_x += op2->x - x;
2210 retval->distance_y += op2->y-y; 1503 retval->distance_y += op2->y - y;
2211 1504
2212 retval->part = NULL; 1505 retval->part = 0;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2215 } 1508 }
2216} 1509}
2217 1510
2218/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from 1512 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1513 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2221 * to op1, this will still return false. 1514 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple 1515 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro. 1516 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05 1517 * MSW 2001-08-05
2225 */ 1518 */
1519int
2226int on_same_map(const object *op1, const object *op2) { 1520on_same_map (const object *op1, const object *op2)
1521{
2227 int dx, dy; 1522 int dx, dy;
2228 1523
2229 return adjacent_map(op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
2230} 1525}
1526
1527//-GPL
1528
1529object *
1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1531{
1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1533}
1534
1535region *
1536maptile::region (int x, int y) const
1537{
1538 if (regions
1539 && regionmap
1540 && !OUT_OF_REAL_MAP (this, x, y))
1541 if (struct region *reg = regionmap [regions [y * width + x]])
1542 return reg;
1543
1544 if (default_region)
1545 return default_region;
1546
1547 return ::region::default_region ();
1548}
1549
1550//+GPL
1551
1552/* picks a random object from a style map.
1553 */
1554object *
1555maptile::pick_random_object (rand_gen &gen) const
1556{
1557 /* while returning a null object will result in a crash, that
1558 * is actually preferable to an infinite loop. That is because
1559 * most servers will automatically restart in case of crash.
1560 * Change the logic on getting the random space - shouldn't make
1561 * any difference, but this seems clearer to me.
1562 */
1563 for (int i = 1000; --i;)
1564 {
1565 object *pick = at (gen (width), gen (height)).bot;
1566
1567 // must be head: do not prefer big monsters just because they are big.
1568 if (pick && pick->is_head ())
1569 return pick;
1570 }
1571
1572 // instead of crashing in the unlikely(?) case, try to return *something*
1573 return archetype::find (shstr_bug);
1574}
1575
1576//-GPL
1577
1578void
1579maptile::play_sound (faceidx sound, int x, int y) const
1580{
1581 if (!sound)
1582 return;
1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595}
1596
1597void
1598maptile::say_msg (const char *msg, int x, int y) const
1599{
1600 for_all_players (pl)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 }
1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
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 (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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