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Comparing deliantra/server/common/map.C (file contents):
Revision 1.53 by root, Wed Dec 27 09:28:01 2006 UTC vs.
Revision 1.199 by root, Tue May 4 22:26:49 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 if (!name || !*name)
41 return 0;
42 31
43 for_all_maps (map) 32sint8 maptile::outdoor_darkness;
44 if (!strcmp (name, map->path))
45 return map;
46
47 return 0;
48}
49
50/*
51 * This makes a path absolute outside the world of Crossfire.
52 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53 * and returns the pointer to a static array containing the result.
54 * it really should be called create_mapname
55 */
56
57const char *
58create_pathname (const char *name)
59{
60 static char buf[MAX_BUF];
61
62 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63 * someplace else in the code? msw 2-17-97
64 */
65 if (*name == '/')
66 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67 else
68 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
69 return (buf);
70}
71
72/*
73 * same as create_pathname, but for the overlay maps.
74 */
75
76const char *
77create_overlay_pathname (const char *name)
78{
79 static char buf[MAX_BUF];
80
81 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82 * someplace else in the code? msw 2-17-97
83 */
84 if (*name == '/')
85 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86 else
87 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88 return (buf);
89}
90
91/*
92 * same as create_pathname, but for the template maps.
93 */
94
95const char *
96create_template_pathname (const char *name)
97{
98 static char buf[MAX_BUF];
99
100 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101 * someplace else in the code? msw 2-17-97
102 */
103 if (*name == '/')
104 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105 else
106 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107 return (buf);
108}
109
110/*
111 * This makes absolute path to the itemfile where unique objects
112 * will be saved. Converts '/' to '@'. I think it's essier maintain
113 * files than full directory structure, but if this is problem it can
114 * be changed.
115 */
116static const char *
117create_items_path (const char *s)
118{
119 static char buf[MAX_BUF];
120 char *t;
121
122 if (*s == '/')
123 s++;
124
125 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126
127 for (t = buf + strlen (buf); *s; s++, t++)
128 if (*s == '/')
129 *t = '@';
130 else
131 *t = *s;
132 *t = 0;
133 return (buf);
134}
135
136
137/*
138 * This function checks if a file with the given path exists.
139 * -1 is returned if it fails, otherwise the mode of the file
140 * is returned.
141 * It tries out all the compression suffixes listed in the uncomp[] array.
142 *
143 * If prepend_dir is set, then we call create_pathname (which prepends
144 * libdir & mapdir). Otherwise, we assume the name given is fully
145 * complete.
146 * Only the editor actually cares about the writablity of this -
147 * the rest of the code only cares that the file is readable.
148 * when the editor goes away, the call to stat should probably be
149 * replaced by an access instead (similar to the windows one, but
150 * that seems to be missing the prepend_dir processing
151 */
152
153int
154check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161
162 if (prepend_dir)
163 strcpy (buf, create_pathname (name));
164 else
165 strcpy (buf, name);
166
167 /* old method (strchr(buf, '\0')) seemd very odd to me -
168 * this method should be equivalant and is clearer.
169 * Can not use strcat because we need to cycle through
170 * all the names.
171 */
172 endbuf = buf + strlen (buf);
173
174 if (stat (buf, &statbuf))
175 return -1;
176 if (!S_ISREG (statbuf.st_mode))
177 return (-1);
178
179 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
180 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
181 mode |= 4;
182
183 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
185 mode |= 2;
186
187 return (mode);
188}
189
190/*
191 * Prints out debug-information about a map.
192 * Dumping these at llevError doesn't seem right, but is
193 * necessary to make sure the information is in fact logged.
194 */
195
196void
197dump_map (const maptile *m)
198{
199 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201
202 if (m->msg != NULL)
203 LOG (llevError, "Message:\n%s", m->msg);
204
205 if (m->maplore != NULL)
206 LOG (llevError, "Lore:\n%s", m->maplore);
207
208 if (m->tmpname != NULL)
209 LOG (llevError, "Tmpname: %s\n", m->tmpname);
210
211 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212 LOG (llevError, "Darkness: %d\n", m->darkness);
213}
214
215/*
216 * Prints out debug-information about all maps.
217 * This basically just goes through all the maps and calls
218 * dump_map on each one.
219 */
220
221void
222dump_all_maps (void)
223{
224 for_all_maps (m)
225 dump_map (m);
226}
227 33
228/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
229 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
230 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
231 * 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
236 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
237 */ 43 */
238int 44int
239get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
240{ 46{
241 sint16 newx, newy;
242 int retval = 0;
243 maptile *mp;
244
245 newx = x; 47 sint16 newx = x;
246 newy = y; 48 sint16 newy = y;
247 49
248 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
249 51
250 if (!mp) 52 if (!mp)
251 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
252
253 if (mp != oldmap)
254 retval |= P_NEW_MAP;
255 54
256 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
257 if (nx) *nx = newx; 56 if (nx) *nx = newx;
258 if (ny) *ny = newy; 57 if (ny) *ny = newy;
259 58
260 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
261} 60}
262 61
263/* 62/*
264 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
265 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
273 * by the caller. 72 * by the caller.
274 */ 73 */
275int 74int
276blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
277{ 76{
278 object *tmp;
279 int mflags, blocked;
280
281 /* 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
282 * have already checked this. 78 * have already checked this.
283 */ 79 */
284 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
285 { 81 {
286 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
287 return 1; 83 return 1;
288 } 84 }
289 85
290 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
291 * directly.
292 */
293 mflags = m->at (sx, sy).flags ();
294 87
295 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
296 90
297 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
298 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
299 * things we need to do for players. 93 * things we need to do for players.
300 */ 94 */
301 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
302 return 0; 96 return 0;
303 97
304 /* 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
305 * 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
306 * 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
307 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
308 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
309 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
310 */ 104 */
311 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312 return 0; 106 return 0;
313 107
314 if (ob->head != NULL)
315 ob = ob->head; 108 ob = ob->head_ ();
316 109
317 /* 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
318 * 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
319 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
321 */ 114 */
322 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
323 { 116 {
324 117 if (OB_MOVE_BLOCK (ob, tmp))
325 /* This must be before the checks below. Code for inventory checkers. */
326 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
327 { 118 {
328 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
329 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
330 * pass through this space. 121 return 1;
331 */ 122 else
332 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
333 { 126 {
334 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
335 return 1; 131 return 1;
336 else 132 }
337 continue; 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;
338 } 142 }
339 else 143 else
340 { 144 return 1; // unconditional block
341 /* In this case, the player must not have the object - 145
342 * if they do, they can't pass through.
343 */
344 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
345 return 1;
346 else
347 continue;
348 }
349 } /* if check_inv */
350 else 146 } else {
351 { 147 // space does not block the ob, directly, but
352 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
353 * this more readable. first check - if the space blocks 149 // blocks anything
354 * movement, can't move here. 150
355 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
356 * hidden dm 152 && tmp->type != DOOR
357 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
358 if (OB_MOVE_BLOCK (ob, tmp))
359 return 1;
360 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
361 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
362 return 1; 154 return 1;
363 } 155 }
364
365 } 156 }
157
366 return 0; 158 return 0;
367} 159}
368 160
369
370/* 161/*
371 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
372 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
374 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
375 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
376 * 167 *
377 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
378 * 169 *
379 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
380 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
391 * 182 *
392 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
393 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
394 * against the move_block values. 185 * against the move_block values.
395 */ 186 */
396int 187bool
397ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
398{ 189{
399 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
400 int flag;
401 maptile *m1;
402 sint16 sx, sy;
403
404 if (ob == NULL)
405 {
406 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407 if (flag & P_OUT_OF_MAP)
408 return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return m1->at (sx, sy).move_block;
412 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
413 193
414 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
415 { 195 return 1;
416 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
417 196
418 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
419 return P_OUT_OF_MAP; 198
420 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
421 return P_IS_ALIVE; 200 return 1;
422 201
423 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
424 203 * (signifying non-moving objects)
425
426 /* find_first_free_spot() calls this function. However, often
427 * ob doesn't have any move type (when used to place exits)
428 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429 */ 205 */
430
431 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
432 continue; 207 continue;
433 208
434 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
435 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
436 */ 211 */
437 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
438 return P_NO_PASS; 213 return 1;
439 } 214 }
440 215
441 return 0; 216 return 0;
442} 217}
443 218
444/* When the map is loaded, load_object does not actually insert objects 219//-GPL
445 * into inventory, but just links them. What this does is go through
446 * and insert them properly.
447 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight.
449 */
450 220
451void 221void
452fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
453{ 223{
454 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
455 226
456 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
457 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
458 { 229 tmp->flag [flag] = value;
459 next = tmp->below;
460 if (tmp->inv)
461 fix_container (tmp);
462 (void) insert_ob_in_ob (tmp, container);
463 tmp = next;
464 }
465 /* sum_weight will go through and calculate what all the containers are
466 * carrying.
467 */
468 sum_weight (container);
469} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
470 259
471/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
472 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
473 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
474 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
475 * the more sections and not re-add sections for them.
476 */ 264 */
477static void 265void
478link_multipart_objects (maptile *m) 266maptile::link_multipart_objects ()
479{ 267{
480 int x, y; 268 if (!spaces)
481 object *tmp, *op, *last, *above; 269 return;
482 archetype *at;
483 270
484 for (x = 0; x < m->width; x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (y = 0; y < m->height; y++) 272 {
486 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
487 { 275 {
488 above = tmp->above;
489
490 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
491 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
492 continue;
493
494 /* If there is nothing more to this object, this for loop
495 * won't do anything.
496 */
497 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498 { 278 {
499 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
500 281
501 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
502 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
503 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
504 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
505 op->map = m; 286
506 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
507 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
508 op->title = tmp->title;
509 /* we could link all the parts onto tmp, and then just
510 * call insert_ob_in_map once, but the effect is the same,
511 * as insert_ob_in_map will call itself with each part, and
512 * the coding is simpler to just to it here with each part.
513 */ 289 }
514 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
515 } /* for at = tmp->arch->more */ 291 op = op->above;
516 } /* for objects on this space */ 292 }
293 }
517} 294}
295
296//-GPL
518 297
519/* 298/*
520 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 300 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */ 301 */
524void 302bool
525load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
526{ 304{
527 int i, j; 305 for (;;)
528 int unique;
529 object *op, *prev = NULL, *last_more = NULL, *otmp;
530
531 op = object::create ();
532 op->map = m; /* To handle buttons correctly */
533
534 while ((i = load_object (fp, op, mapflags)))
535 { 306 {
536 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
537 * got an invalid object. Don't do anything with it - the game 308
538 * or editor will not be able to do anything with it either. 309 switch (f.kw)
539 */
540 if (op->arch == NULL)
541 { 310 {
542 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 op->update_weight ();
317
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
341 }
342
543 continue; 343 continue;
544 }
545 344
546 switch (i)
547 {
548 case LL_NORMAL:
549 /* if we are loading an overlay, put the floors on the bottom */
550 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || 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: 345 case KW_EOF:
562 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 346 return true;
563 op->head = prev, last_more->more = op, last_more = op; 347
348 default:
349 if (!f.parse_error ("map file"))
350 return false;
564 break; 351 break;
565 } 352 }
566 353
567 if (mapflags & MAP_STYLE) 354 f.next ();
568 remove_from_active_list (op);
569
570 op = object::create ();
571 op->map = m;
572 }
573
574 for (i = 0; i < m->width; i++)
575 { 355 }
576 for (j = 0; j < m->height; j++) 356
357 return true;
358}
359
360void
361maptile::activate ()
362{
363 if (spaces)
364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
365 for (object *op = ms->bot; op; op = op->above)
366 op->activate_recursive ();
367}
368
369void
370maptile::deactivate ()
371{
372 if (spaces)
373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above)
375 op->deactivate_recursive ();
376}
377
378bool
379maptile::_save_objects (object_freezer &f, int flags)
380{
381 coroapi::cede_to_tick ();
382
383 if (flags & IO_HEADER)
384 _save_header (f);
385
386 if (!spaces)
387 return false;
388
389 for (int i = 0; i < size (); ++i)
390 {
391 bool unique = 0;
392
393 for (object *op = spaces [i].bot; op; op = op->above)
577 { 394 {
578 unique = 0; 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
579 /* check for unique items, or unique squares */ 396
580 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 397 if (expect_false (!op->can_map_save ()))
398 continue;
399
400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
581 { 401 {
582 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 402 if (flags & IO_UNIQUES)
583 unique = 1; 403 op->write (f);
584
585 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 } 404 }
405 else if (expect_true (flags & IO_OBJECTS))
406 op->write (f);
588 } 407 }
589 } 408 }
590 409
591 op->destroy (); 410 coroapi::cede_to_tick ();
592 link_multipart_objects (m);
593}
594 411
595/* This saves all the objects on the map in a non destructive fashion. 412 return true;
596 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
597 * and we only save the head of multi part objects - this is needed
598 * in order to do map tiling properly.
599 */
600void
601save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602{
603 int i, j = 0, unique = 0;
604 object *op;
605
606 /* first pass - save one-part objects */
607 for (i = 0; i < m->width; i++)
608 for (j = 0; j < m->height; j++)
609 {
610 unique = 0;
611
612 for (op = m->at (i, j).bot; op; op = op->above)
613 {
614 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 unique = 1;
616
617 if (op->type == PLAYER)
618 continue;
619
620 if (op->head || op->owner)
621 continue;
622
623 if (unique || op->flag [FLAG_UNIQUE])
624 save_object (fp2, op, 1);
625 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 save_object (fp, op, 1);
627 }
628 }
629} 413}
630 414
631maptile::maptile () 415bool
416maptile::_save_objects (const char *path, int flags)
417{
418 object_freezer freezer;
419
420 if (!_save_objects (freezer, flags))
421 return false;
422
423 return freezer.save (path);
424}
425
426void
427maptile::init ()
632{ 428{
633 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
430
634 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
635 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
636 */ 433 */
637 width = 16; 434 width = 16;
638 height = 16; 435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
639 reset_timeout = 0; 439 reset_timeout = 0;
640 timeout = 300;
641 enter_x = 0; 440 enter_x = 0;
642 enter_y = 0; 441 enter_y = 0;
643 /*set part to -1 indicating conversion to weather map not yet done */
644 worldpartx = -1;
645 worldparty = -1;
646} 442}
647 443
648/* 444maptile::maptile ()
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653maptile *
654get_linked_map (void)
655{ 445{
656 maptile *map = new maptile; 446 init ();
447}
657 448
658 map->next = first_map; 449maptile::maptile (int w, int h)
659 first_map = map; 450{
451 init ();
660 452
661 return map; 453 width = w;
454 height = h;
455
456 alloc ();
662} 457}
663 458
664/* 459/*
665 * Allocates the arrays contained in a maptile. 460 * Allocates the arrays contained in a maptile.
666 * This basically allocates the dynamic array of spaces for the 461 * This basically allocates the dynamic array of spaces for the
667 * map. 462 * map.
668 */ 463 */
669void 464void
670maptile::allocate () 465maptile::alloc ()
671{ 466{
672 in_memory = MAP_IN_MEMORY;
673
674 /* Log this condition and free the storage. We could I suppose
675 * realloc, but if the caller is presuming the data will be intact,
676 * that is their poor assumption.
677 */
678 if (spaces) 467 if (spaces)
679 { 468 return;
680 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 sfree (spaces, size ());
682 }
683 469
684 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
685} 471}
686 472
687/* Create and returns a map of the specific size. Used 473//+GPL
688 * in random map code and the editor.
689 */
690maptile *
691get_empty_map (int sizex, int sizey)
692{
693 maptile *m = get_linked_map ();
694
695 m->width = sizex;
696 m->height = sizey;
697 m->in_memory = MAP_SWAPPED;
698 m->allocate ();
699
700 return m;
701}
702 474
703/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
704 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
705 * at a later date. 477 * at a later date.
706 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
707 */ 479 */
708
709static shopitems * 480static shopitems *
710parse_shop_string (const char *input_string) 481parse_shop_string (const char *input_string)
711{ 482{
712 char *shop_string, *p, *q, *next_semicolon, *next_colon; 483 char *shop_string, *p, *q, *next_semicolon, *next_colon;
713 shopitems *items = NULL; 484 shopitems *items = NULL;
722 p = strchr (p, ';'); 493 p = strchr (p, ';');
723 number_of_entries++; 494 number_of_entries++;
724 if (p) 495 if (p)
725 p++; 496 p++;
726 } 497 }
498
727 p = shop_string; 499 p = shop_string;
728 strip_endline (p); 500 strip_endline (p);
729 items = new shopitems[number_of_entries + 1]; 501 items = new shopitems[number_of_entries + 1];
730 for (i = 0; i < number_of_entries; i++) 502 for (i = 0; i < number_of_entries; i++)
731 { 503 {
732 if (!p) 504 if (!p)
733 { 505 {
734 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 506 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
735 break; 507 break;
736 } 508 }
509
737 next_semicolon = strchr (p, ';'); 510 next_semicolon = strchr (p, ';');
738 next_colon = strchr (p, ':'); 511 next_colon = strchr (p, ':');
739 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 512 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
740 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 513 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741 items[i].strength = atoi (strchr (p, ':') + 1); 514 items[i].strength = atoi (strchr (p, ':') + 1);
768 * the next entry while we're at it, better print a warning 541 * the next entry while we're at it, better print a warning
769 */ 542 */
770 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
771 } 544 }
772 } 545 }
546
773 items[i].index = number_of_entries; 547 items[i].index = number_of_entries;
774 if (next_semicolon) 548 if (next_semicolon)
775 p = ++next_semicolon; 549 p = ++next_semicolon;
776 else 550 else
777 p = NULL; 551 p = NULL;
778 } 552 }
553
779 free (shop_string); 554 free (shop_string);
780 return items; 555 return items;
781} 556}
782 557
783/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
784 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
785static void 560static const char *
786print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
787{ 562{
788 int i; 563 static dynbuf_text buf; buf.clear ();
789 char tmp[MAX_BUF]; 564 bool first = true;
790 565
791 strcpy (output_string, "");
792 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
793 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
794 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
795 { 574 {
796 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
797 {
798 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
799 }
800 else 577 else
801 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
802 } 579 }
803 else 580 else
804 { 581 {
805 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
808 }
809 else 584 else
810 sprintf (tmp, "*"); 585 buf.printf ("*");
811 } 586 }
812 strcat (output_string, tmp);
813 } 587 }
588
589 return buf;
814} 590}
591
592//-GPL
815 593
816/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
817 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
818 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
819 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
821 * put all the stuff in the map object so that names actually make 599 * put all the stuff in the map object so that names actually make
822 * sense. 600 * sense.
823 * This could be done in lex (like the object loader), but I think 601 * This could be done in lex (like the object loader), but I think
824 * currently, there are few enough fields this is not a big deal. 602 * currently, there are few enough fields this is not a big deal.
825 * MSW 2001-07-01 603 * MSW 2001-07-01
826 * return 0 on success, 1 on failure.
827 */ 604 */
828 605bool
829static int 606maptile::_load_header (object_thawer &thawer)
830load_map_header (object_thawer & fp, maptile *m)
831{ 607{
832 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 608 for (;;)
833 int msgpos = 0;
834 int maplorepos = 0;
835
836 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 { 609 {
838 buf[HUGE_BUF - 1] = 0; 610 switch (thawer.kw)
839 key = buf;
840
841 while (isspace (*key))
842 key++;
843
844 if (*key == 0)
845 continue; /* empty line */
846
847 value = strchr (key, ' ');
848
849 if (!value)
850 { 611 {
851 if ((end = strchr (key, '\n'))) 612 case KW_msg:
852 *end = 0; 613 thawer.get_ml (KW_endmsg, msg);
614 break;
615
616 case KW_lore: // CF+ extension
617 thawer.get_ml (KW_endlore, maplore);
618 break;
619
620 case KW_maplore:
621 thawer.get_ml (KW_endmaplore, maplore);
622 break;
623
624 case KW_arch:
625 if (strcmp (thawer.get_str (), "map"))
626 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
627 break;
628
629 case KW_oid:
630 thawer.get (this, thawer.get_sint32 ());
631 break;
632
633 case KW_file_format_version: break; // nop
634
635 case KW_name: thawer.get (name); break;
636 case KW_attach: thawer.get (attach); break;
637 case KW_reset_time: thawer.get (reset_time); break;
638 case KW_shopgreed: thawer.get (shopgreed); break;
639 case KW_shopmin: thawer.get (shopmin); break;
640 case KW_shopmax: thawer.get (shopmax); break;
641 case KW_shoprace: thawer.get (shoprace); break;
642 case KW_outdoor: thawer.get (outdoor); break;
643
644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
648
649 case KW_region: thawer.get (default_region); break;
650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651
652 // old names new names
653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
655 case KW_x: case KW_width: thawer.get (width); break;
656 case KW_y: case KW_height: thawer.get (height); break;
657 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
658 case KW_value: case KW_swap_time: thawer.get (timeout); break;
659 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
660 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
661 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
662
663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
672 case KW_end:
673 thawer.next ();
674 return true;
675
676 default:
677 if (!thawer.parse_error ("map"))
678 return false;
679 break;
853 } 680 }
854 else
855 {
856 *value = 0;
857 value++;
858 end = strchr (value, '\n');
859 681
860 while (isspace (*value)) 682 thawer.next ();
861 {
862 value++;
863
864 if (*value == '\0' || value == end)
865 {
866 /* Nothing but spaces. */
867 value = NULL;
868 break;
869 }
870 }
871 }
872
873 if (!end)
874 {
875 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876 return 1;
877 }
878
879 /* key is the field name, value is what it should be set
880 * to. We've already done the work to null terminate key,
881 * and strip off any leading spaces for both of these.
882 * We have not touched the newline at the end of the line -
883 * these are needed for some values. the end pointer
884 * points to the first of the newlines.
885 * value could be NULL! It would be easy enough to just point
886 * this to "" to prevent cores, but that would let more errors slide
887 * through.
888 *
889 * First check for entries that do not use the value parameter, then
890 * validate that value is given and check for the remaining entries
891 * that use the parameter.
892 */
893
894 if (!strcmp (key, "msg"))
895 {
896 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 {
898 if (!strcmp (buf, "endmsg\n"))
899 break;
900 else
901 {
902 /* slightly more efficient than strcat */
903 strcpy (msgbuf + msgpos, buf);
904 msgpos += strlen (buf);
905 }
906 }
907 /* There are lots of maps that have empty messages (eg, msg/endmsg
908 * with nothing between). There is no reason in those cases to
909 * keep the empty message. Also, msgbuf contains garbage data
910 * when msgpos is zero, so copying it results in crashes
911 */
912 if (msgpos != 0)
913 m->msg = strdup (msgbuf);
914 }
915 else if (!strcmp (key, "maplore"))
916 {
917 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmaplore\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (maplorebuf + maplorepos, buf);
925 maplorepos += strlen (buf);
926 }
927 }
928 if (maplorepos != 0)
929 m->maplore = strdup (maplorebuf);
930 }
931 else if (!strcmp (key, "end"))
932 {
933 break;
934 }
935 else if (value == NULL)
936 {
937 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938 }
939 else if (!strcmp (key, "arch"))
940 {
941 /* This is an oddity, but not something we care about much. */
942 if (strcmp (value, "map\n"))
943 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944 }
945 else if (!strcmp (key, "name"))
946 {
947 *end = 0;
948 m->name = strdup (value);
949 }
950 /* first strcmp value on these are old names supported
951 * for compatibility reasons. The new values (second) are
952 * what really should be used.
953 */
954 else if (!strcmp (key, "oid"))
955 fp.get (m, atoi (value));
956 else if (!strcmp (key, "attach"))
957 m->attach = value;
958 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 m->enter_x = atoi (value);
960 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 m->enter_y = atoi (value);
962 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 m->width = atoi (value);
964 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 m->height = atoi (value);
966 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 m->reset_timeout = atoi (value);
968 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 m->timeout = atoi (value);
970 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 m->darkness = atoi (value);
974 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 m->fixed_resettime = atoi (value);
976 else if (!strcmp (key, "unique"))
977 m->unique = atoi (value);
978 else if (!strcmp (key, "template"))
979 m->templatemap = atoi (value);
980 else if (!strcmp (key, "region"))
981 m->region = get_region_by_name (value);
982 else if (!strcmp (key, "shopitems"))
983 {
984 *end = 0;
985 m->shopitems = parse_shop_string (value);
986 }
987 else if (!strcmp (key, "shopgreed"))
988 m->shopgreed = atof (value);
989 else if (!strcmp (key, "shopmin"))
990 m->shopmin = atol (value);
991 else if (!strcmp (key, "shopmax"))
992 m->shopmax = atol (value);
993 else if (!strcmp (key, "shoprace"))
994 {
995 *end = 0;
996 m->shoprace = strdup (value);
997 }
998 else if (!strcmp (key, "outdoor"))
999 m->outdoor = atoi (value);
1000 else if (!strcmp (key, "temp"))
1001 m->temp = atoi (value);
1002 else if (!strcmp (key, "pressure"))
1003 m->pressure = atoi (value);
1004 else if (!strcmp (key, "humid"))
1005 m->humid = atoi (value);
1006 else if (!strcmp (key, "windspeed"))
1007 m->windspeed = atoi (value);
1008 else if (!strcmp (key, "winddir"))
1009 m->winddir = atoi (value);
1010 else if (!strcmp (key, "sky"))
1011 m->sky = atoi (value);
1012 else if (!strcmp (key, "nosmooth"))
1013 m->nosmooth = atoi (value);
1014 else if (!strncmp (key, "tile_path_", 10))
1015 {
1016 int tile = atoi (key + 10);
1017
1018 if (tile < 1 || tile > 4)
1019 {
1020 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021 }
1022 else
1023 {
1024 char *path;
1025
1026 *end = 0;
1027
1028 if (m->tile_path[tile - 1])
1029 {
1030 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031 free (m->tile_path[tile - 1]);
1032 m->tile_path[tile - 1] = NULL;
1033 }
1034
1035 if (check_path (value, 1) != -1)
1036 {
1037 /* The unadorned path works. */
1038 path = value;
1039 }
1040 else
1041 {
1042 /* Try again; it could be a relative exit. */
1043
1044 path = path_combine_and_normalize (m->path, value);
1045
1046 if (check_path (path, 1) == -1)
1047 {
1048 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049 path = NULL;
1050 }
1051 }
1052
1053 if (editor)
1054 {
1055 /* Use the value as in the file. */
1056 m->tile_path[tile - 1] = strdup (value);
1057 }
1058 else if (path != NULL)
1059 {
1060 /* Use the normalized value. */
1061 m->tile_path[tile - 1] = strdup (path);
1062 }
1063 } /* end if tile direction (in)valid */
1064 }
1065 else
1066 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 }
1068
1069 if (!key || strcmp (key, "end"))
1070 { 683 }
1071 LOG (llevError, "Got premature eof on map header!\n");
1072 return 1;
1073 }
1074 684
1075 return 0; 685 abort ();
1076} 686}
1077 687
1078/* 688//+GPL
1079 * Opens the file "filename" and reads information about the map
1080 * from the given file, and stores it in a newly allocated
1081 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 * flags correspond to those in map.h. Main ones used are
1083 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084 * MAP_BLOCK, in which case we block on this load. This happens in all
1085 * cases, no matter if this flag is set or not.
1086 * MAP_STYLE: style map - don't add active objects, don't add to server
1087 * managed map list.
1088 */
1089
1090maptile *
1091load_original_map (const char *filename, int flags)
1092{
1093 maptile *m;
1094 char pathname[MAX_BUF];
1095
1096 if (flags & MAP_PLAYER_UNIQUE)
1097 strcpy (pathname, filename);
1098 else if (flags & MAP_OVERLAY)
1099 strcpy (pathname, create_overlay_pathname (filename));
1100 else
1101 strcpy (pathname, create_pathname (filename));
1102
1103 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104
1105 object_thawer thawer (pathname);
1106
1107 if (!thawer)
1108 return 0;
1109
1110 m = get_linked_map ();
1111
1112 strcpy (m->path, filename);
1113 if (load_map_header (thawer, m))
1114 {
1115 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116 delete_map (m);
1117 return 0;
1118 }
1119
1120 m->allocate ();
1121
1122 m->in_memory = MAP_LOADING;
1123 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124
1125 m->in_memory = MAP_IN_MEMORY;
1126 if (!m->difficulty)
1127 m->difficulty = calculate_difficulty (m);
1128 set_map_reset_time (m);
1129 m->instantiate ();
1130 return (m);
1131}
1132
1133/*
1134 * Loads a map, which has been loaded earlier, from file.
1135 * Return the map object we load into (this can change from the passed
1136 * option if we can't find the original map)
1137 */
1138
1139static maptile *
1140load_temporary_map (maptile *m)
1141{
1142 char buf[MAX_BUF];
1143
1144 if (!m->tmpname)
1145 {
1146 LOG (llevError, "No temporary filename for map %s\n", m->path);
1147 strcpy (buf, m->path);
1148 delete_map (m);
1149 m = load_original_map (buf, 0);
1150 if (m == NULL)
1151 return NULL;
1152 fix_auto_apply (m); /* Chests which open as default */
1153 return m;
1154 }
1155
1156 object_thawer thawer (m->tmpname);
1157
1158 if (!thawer)
1159 {
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (!m)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 if (load_map_header (thawer, m))
1170 {
1171 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172 delete_map (m);
1173 m = load_original_map (m->path, 0);
1174 return NULL;
1175 }
1176
1177 m->allocate ();
1178
1179 m->in_memory = MAP_LOADING;
1180 load_objects (m, thawer, 0);
1181
1182 m->in_memory = MAP_IN_MEMORY;
1183 INVOKE_MAP (SWAPIN, m);
1184 return m;
1185}
1186
1187/*
1188 * Loads a map, which has been loaded earlier, from file.
1189 * Return the map object we load into (this can change from the passed
1190 * option if we can't find the original map)
1191 */
1192
1193maptile *
1194load_overlay_map (const char *filename, maptile *m)
1195{
1196 char pathname[MAX_BUF];
1197
1198 strcpy (pathname, create_overlay_pathname (filename));
1199
1200 object_thawer thawer (pathname);
1201
1202 if (!thawer)
1203 return m;
1204
1205 if (load_map_header (thawer, m))
1206 {
1207 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208 delete_map (m);
1209 m = load_original_map (m->path, 0);
1210 return 0;
1211 }
1212 /*m->allocate ();*/
1213
1214 m->in_memory = MAP_LOADING;
1215 load_objects (m, thawer, MAP_OVERLAY);
1216
1217 m->in_memory = MAP_IN_MEMORY;
1218 return m;
1219}
1220 689
1221/****************************************************************************** 690/******************************************************************************
1222 * This is the start of unique map handling code 691 * This is the start of unique map handling code
1223 *****************************************************************************/ 692 *****************************************************************************/
1224 693
1225/* This goes through map 'm' and removed any unique items on the map. */ 694/* This goes through the maptile and removed any unique items on the map. */
1226static void 695void
1227delete_unique_items (maptile *m) 696maptile::clear_unique_items ()
1228{ 697{
1229 int i, j, unique; 698 for (int i = 0; i < size (); ++i)
1230 object *op, *next;
1231
1232 for (i = 0; i < m->width; i++)
1233 for (j = 0; j < m->height; j++)
1234 { 699 {
1235 unique = 0; 700 int unique = 0;
701 for (object *op = spaces [i].bot; op; )
702 {
703 object *above = op->above;
1236 704
1237 for (op = GET_MAP_OB (m, i, j); op; op = next) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
706 unique = 1;
707
708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
709 op->destroy ();
710
711 op = above;
712 }
713 }
714}
715
716//-GPL
717
718bool
719maptile::_save_header (object_freezer &freezer)
720{
721#define MAP_OUT(k) freezer.put (KW(k), k)
722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
723
724 MAP_OUT2 (arch, CS(map));
725
726 if (name) MAP_OUT (name);
727 MAP_OUT (swap_time);
728 MAP_OUT (reset_time);
729 MAP_OUT (reset_timeout);
730 MAP_OUT (fixed_resettime);
731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
733 MAP_OUT (difficulty);
734 if (default_region) MAP_OUT2 (region, default_region->name);
735
736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
737 MAP_OUT (shopgreed);
738 MAP_OUT (shopmin);
739 MAP_OUT (shopmax);
740 if (shoprace) MAP_OUT (shoprace);
741
742 MAP_OUT (width);
743 MAP_OUT (height);
744 MAP_OUT (enter_x);
745 MAP_OUT (enter_y);
746 MAP_OUT (darkness);
747 MAP_OUT (outdoor);
748
749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW(end));
762
763 return true;
764}
765
766bool
767maptile::_save_header (const char *path)
768{
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775}
776
777//+GPL
778
779/*
780 * Remove and free all objects in the given map.
781 */
782void
783maptile::clear ()
784{
785 if (spaces)
786 {
787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
788 while (object *op = ms->bot)
1238 { 789 {
790 // manually remove, as to not trigger anything
1239 next = op->above; 791 if (ms->bot = op->above)
792 ms->bot->below = 0;
1240 793
1241 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 op->flag [FLAG_REMOVED] = true;
1242 unique = 1;
1243 795
1244 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 796 object *head = op->head_ ();
797 if (op == head)
798 op->destroy ();
799 else if (head->map != op->map)
1245 { 800 {
1246 op->destroy_inv (false); 801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1247 op->destroy (); 802 head->destroy ();
1248 } 803 }
1249 } 804 }
805
806 sfree0 (spaces, size ());
1250 } 807 }
1251}
1252 808
1253/*
1254 * Loads unique objects from file(s) into the map which is in memory
1255 * m is the map to load unique items into.
1256 */
1257static void
1258load_unique_objects (maptile *m)
1259{
1260 int count;
1261 char firstname[MAX_BUF];
1262
1263 for (count = 0; count < 10; count++)
1264 {
1265 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266 if (!access (firstname, R_OK))
1267 break;
1268 }
1269 /* If we get here, we did not find any map */
1270 if (count == 10)
1271 return;
1272
1273 object_thawer thawer (firstname);
1274
1275 if (!thawer)
1276 return;
1277
1278 m->in_memory = MAP_LOADING;
1279 if (m->tmpname == NULL) /* if we have loaded unique items from */
1280 delete_unique_items (m); /* original map before, don't duplicate them */
1281
1282 load_objects (m, thawer, 0);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285}
1286
1287/*
1288 * Saves a map to file. If flag is set, it is saved into the same
1289 * file it was (originally) loaded from. Otherwise a temporary
1290 * filename will be genarated, and the file will be stored there.
1291 * The temporary filename will be stored in the maptileure.
1292 * If the map is unique, we also save to the filename in the map
1293 * (this should have been updated when first loaded)
1294 */
1295int
1296new_save_map (maptile *m, int flag)
1297{
1298 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 int i;
1300
1301 if (flag && !*m->path)
1302 {
1303 LOG (llevError, "Tried to save map without path.\n");
1304 return -1;
1305 }
1306
1307 if (flag || (m->unique) || (m->templatemap))
1308 {
1309 if (!m->unique && !m->templatemap)
1310 { /* flag is set */
1311 if (flag == 2)
1312 strcpy (filename, create_overlay_pathname (m->path));
1313 else
1314 strcpy (filename, create_pathname (m->path));
1315 }
1316 else
1317 strcpy (filename, m->path);
1318
1319 make_path_to_file (filename);
1320 }
1321 else
1322 {
1323 if (!m->tmpname)
1324 m->tmpname = tempnam (settings.tmpdir, NULL);
1325
1326 strcpy (filename, m->tmpname);
1327 }
1328
1329 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1330 m->in_memory = MAP_SAVING;
1331
1332 object_freezer freezer;
1333
1334 /* legacy */
1335 fprintf (freezer, "arch map\n");
1336 if (m->name)
1337 fprintf (freezer, "name %s\n", m->name);
1338 if (!flag)
1339 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 if (m->reset_timeout)
1341 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 if (m->fixed_resettime)
1343 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 /* we unfortunately have no idea if this is a value the creator set
1345 * or a difficulty value we generated when the map was first loaded
1346 */
1347 if (m->difficulty)
1348 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 if (m->region)
1350 fprintf (freezer, "region %s\n", m->region->name);
1351 if (m->shopitems)
1352 {
1353 print_shop_string (m, shop);
1354 fprintf (freezer, "shopitems %s\n", shop);
1355 }
1356 if (m->shopgreed)
1357 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 if (m->shopmin)
1359 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 if (m->shopmax)
1361 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 if (m->shoprace)
1363 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 if (m->darkness)
1365 fprintf (freezer, "darkness %d\n", m->darkness);
1366 if (m->width)
1367 fprintf (freezer, "width %d\n", m->width);
1368 if (m->height)
1369 fprintf (freezer, "height %d\n", m->height);
1370 if (m->enter_x)
1371 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 if (m->enter_y)
1373 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 if (m->msg)
1375 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 if (m->maplore)
1377 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 if (m->unique)
1379 fprintf (freezer, "unique %d\n", m->unique);
1380 if (m->templatemap)
1381 fprintf (freezer, "template %d\n", m->templatemap);
1382 if (m->outdoor)
1383 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 if (m->temp)
1385 fprintf (freezer, "temp %d\n", m->temp);
1386 if (m->pressure)
1387 fprintf (freezer, "pressure %d\n", m->pressure);
1388 if (m->humid)
1389 fprintf (freezer, "humid %d\n", m->humid);
1390 if (m->windspeed)
1391 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 if (m->winddir)
1393 fprintf (freezer, "winddir %d\n", m->winddir);
1394 if (m->sky)
1395 fprintf (freezer, "sky %d\n", m->sky);
1396 if (m->nosmooth)
1397 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398
1399 /* Save any tiling information, except on overlays */
1400 if (flag != 2)
1401 for (i = 0; i < 4; i++)
1402 if (m->tile_path[i])
1403 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404
1405 freezer.put (m);
1406 fprintf (freezer, "end\n");
1407
1408 /* In the game save unique items in the different file, but
1409 * in the editor save them to the normal map file.
1410 * If unique map, save files in the proper destination (set by
1411 * player)
1412 */
1413 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414 {
1415 object_freezer unique;
1416
1417 if (flag == 2)
1418 save_objects (m, freezer, unique, 2);
1419 else
1420 save_objects (m, freezer, unique, 0);
1421
1422 sprintf (buf, "%s.v00", create_items_path (m->path));
1423
1424 unique.save (buf);
1425 }
1426 else
1427 { /* save same file when not playing, like in editor */
1428 save_objects (m, freezer, freezer, 0);
1429 }
1430
1431 freezer.save (filename);
1432
1433 return 0;
1434}
1435
1436/*
1437 * Remove and free all objects in the given map.
1438 */
1439void
1440free_all_objects (maptile *m)
1441{
1442 if (!m->spaces)
1443 return;
1444
1445 for (int i = 0; i < m->width; i++)
1446 for (int j = 0; j < m->height; j++)
1447 {
1448 mapspace &ms = m->at (i, j);
1449
1450 while (object *op = ms.bot)
1451 {
1452 if (op->head)
1453 op = op->head;
1454
1455 op->destroy_inv (false);
1456 op->destroy ();
1457 }
1458 }
1459}
1460
1461/*
1462 * Frees everything allocated by the given maptileure.
1463 * don't free tmpname - our caller is left to do that
1464 */
1465void
1466free_map (maptile *m, int flag)
1467{
1468 if (!m->in_memory) //TODO: makes no sense to me?
1469 return;
1470
1471 m->in_memory = MAP_SAVING;
1472
1473 // TODO: use new/delete
1474
1475 if (flag && m->spaces)
1476 free_all_objects (m);
1477
1478 sfree (m->spaces, m->size ()), m->spaces = 0;
1479
1480 free (m->name), m->name = 0;
1481 free (m->msg), m->msg = 0;
1482 free (m->maplore), m->maplore = 0;
1483 free (m->shoprace), m->shoprace = 0;
1484 delete [] m->shopitems, m->shopitems = 0;
1485
1486 if (m->buttons) 809 if (buttons)
1487 free_objectlinkpt (m->buttons), m->buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
814}
815
816void
817maptile::clear_header ()
818{
819 name = 0;
820 msg = 0;
821 maplore = 0;
822 shoprace = 0;
823 delete [] shopitems, shopitems = 0;
1488 824
1489 for (int i = 0; i < 4; i++) 825 for (int i = 0; i < 4; i++)
1490 free (m->tile_path[i]), m->tile_path[i] = 0; 826 tile_path [i] = 0;
1491
1492 m->in_memory = MAP_SWAPPED;
1493} 827}
1494 828
1495maptile::~maptile () 829maptile::~maptile ()
1496{ 830{
1497 assert (destroyed ()); 831 assert (destroyed ());
1498} 832}
1499 833
1500void 834void
1501maptile::do_destroy () 835maptile::clear_links_to (maptile *m)
1502{ 836{
1503 attachable::do_destroy ();
1504
1505 free_map (this, 1);
1506 free (tmpname), tmpname = 0;
1507
1508 /* We need to look through all the maps and see if any maps 837 /* We need to look through all the maps and see if any maps
1509 * are pointing at this one for tiling information. Since 838 * are pointing at this one for tiling information. Since
1510 * tiling can be asymetric, we just can not look to see which 839 * tiling can be asymetric, we just can not look to see which
1511 * maps this map tiles with and clears those. 840 * maps this map tiles with and clears those.
1512 */ 841 */
1513 //TODO: non-euclidean-tiling MUST GO
1514 for_all_maps (m)
1515 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < 4; i++)
1516 if (m->tile_map[i] == this) 843 if (tile_map[i] == m)
1517 m->tile_map[i] = 0; 844 tile_map[i] = 0;
845}
1518 846
1519 if (first_map == this) 847void
1520 first_map = next; 848maptile::do_destroy ()
1521 else 849{
1522 for_all_maps (m) 850 attachable::do_destroy ();
1523 if (m->next = this) 851
852 clear ();
853}
854
855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
857void
858maptile::do_decay_objects ()
859{
860 if (!spaces)
861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
1524 { 865 {
1525 m->next = next; 866 above = op->above;
867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1526 break; 870 break;
1527 }
1528}
1529 871
1530//TODO: must go 872 bool destroy = 0;
1531void
1532delete_map (maptile *m)
1533{
1534 if (m)
1535 m->destroy ();
1536}
1537 873
1538/* 874 if (op->flag [FLAG_IS_FLOOR]
1539 * Makes sure the given map is loaded and swapped in. 875 || op->flag [FLAG_OBJ_ORIGINAL]
1540 * name is path name of the map. 876 || op->flag [FLAG_UNIQUE]
1541 * flags meaning: 877 || op->flag [FLAG_OVERLAY_FLOOR]
1542 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 878 || op->flag [FLAG_UNPAID]
1543 * and don't do unique items or the like. 879 || op->is_alive ())
1544 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 880 ; // do not decay
1545 * dont do any more name translation on it. 881 else if (op->is_weapon ())
1546 *
1547 * Returns a pointer to the given map.
1548 */
1549maptile *
1550ready_map_name (const char *name, int flags)
1551{
1552 if (!name)
1553 return 0;
1554
1555 /* Have we been at this level before? */
1556 maptile *m = has_been_loaded (name);
1557
1558 /* Map is good to go, so just return it */
1559 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 return m;
1561
1562 /* unique maps always get loaded from their original location, and never
1563 * a temp location. Likewise, if map_flush is set, or we have never loaded
1564 * this map, load it now. I removed the reset checking from here -
1565 * it seems the probability of a player trying to enter a map that should
1566 * reset but hasn't yet is quite low, and removing that makes this function
1567 * a bit cleaner (and players probably shouldn't rely on exact timing for
1568 * resets in any case - if they really care, they should use the 'maps command.
1569 */
1570 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571 {
1572 /* first visit or time to reset */
1573 if (m)
1574 { 882 {
1575 clean_tmp_map (m); /* Doesn't make much difference */ 883 op->stats.dam--;
1576 delete_map (m); 884 if (op->stats.dam < 0)
885 destroy = 1;
1577 } 886 }
1578 887 else if (op->is_armor ())
1579 /* create and load a map */ 888 {
1580 if (flags & MAP_PLAYER_UNIQUE) 889 op->stats.ac--;
1581 LOG (llevDebug, "Trying to load map %s.\n", name); 890 if (op->stats.ac < 0)
891 destroy = 1;
892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
1582 else 899 else
1583 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584
1585 //eval_pv ("$x = Event::time", 1);//D
1586 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587 return (NULL);
1588 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589
1590 fix_auto_apply (m); /* Chests which open as default */
1591
1592 /* If a player unique map, no extra unique object file to load.
1593 * if from the editor, likewise.
1594 */
1595 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596 load_unique_objects (m);
1597
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599 { 900 {
1600 m = load_overlay_map (name, m); 901 int mat = op->materials;
1601 if (m == NULL) 902
1602 return NULL; 903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 //|| (mat & M_ICE && temp > 32)
914 )
915 destroy = 1;
1603 } 916 }
1604 917
1605 if (flags & MAP_PLAYER_UNIQUE) 918 /* adjust overall chance below */
1606 INVOKE_MAP (SWAPIN, m); 919 if (destroy && rndm (0, 1))
1607 920 op->destroy ();
1608 } 921 }
1609 else
1610 {
1611 /* If in this loop, we found a temporary map, so load it up. */
1612
1613 m = load_temporary_map (m);
1614 if (m == NULL)
1615 return NULL;
1616 load_unique_objects (m);
1617
1618 clean_tmp_map (m);
1619 m->in_memory = MAP_IN_MEMORY;
1620 /* tempnam() on sun systems (probably others) uses malloc
1621 * to allocated space for the string. Free it here.
1622 * In some cases, load_temporary_map above won't find the
1623 * temporary map, and so has reloaded a new map. If that
1624 * is the case, tmpname is now null
1625 */
1626 if (m->tmpname)
1627 free (m->tmpname);
1628 m->tmpname = NULL;
1629 /* It's going to be saved anew anyway */
1630 }
1631
1632 /* Below here is stuff common to both first time loaded maps and
1633 * temp maps.
1634 */
1635
1636 decay_objects (m); /* start the decay */
1637 /* In case other objects press some buttons down */
1638 update_buttons (m);
1639 if (m->outdoor)
1640 set_darkness_map (m);
1641 /* run the weather over this map */
1642 weather_effect (name);
1643 return m;
1644} 922}
1645
1646 923
1647/* 924/*
1648 * This routine is supposed to find out the difficulty of the map. 925 * This routine is supposed to find out the difficulty of the map.
1649 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
1650 * but does have a lot to do with treasure on the map. 927 * but does have a lot to do with treasure on the map.
1651 * 928 *
1652 * Difficulty can now be set by the map creature. If the value stored 929 * Difficulty can now be set by the map creator. If the value stored
1653 * in the map is zero, then use this routine. Maps should really 930 * in the map is zero, then use this routine. Maps should really
1654 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
1655 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
1656 */ 933 */
1657
1658int 934int
1659calculate_difficulty (maptile *m) 935maptile::estimate_difficulty () const
1660{ 936{
1661 object *op;
1662 archetype *at;
1663 int x, y, i;
1664 long monster_cnt = 0; 937 long monster_cnt = 0;
1665 double avgexp = 0; 938 double avgexp = 0;
1666 sint64 total_exp = 0; 939 sint64 total_exp = 0;
1667 940
1668 if (m->difficulty) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1669 { 942 for (object *op = ms->bot; op; op = op->above)
1670 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671 return m->difficulty;
1672 }
1673
1674 for (x = 0; x < m->width; x++)
1675 for (y = 0; y < m->height; y++)
1676 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 { 943 {
1678 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
1679 { 945 {
1680 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1681 monster_cnt++; 947 monster_cnt++;
1682 } 948 }
1683 949
1684 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
1685 { 951 {
1686 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
1687 at = type_to_archetype (GENERATE_TYPE (op));
1688 953
1689 if (at != NULL) 954 if (archetype *at = op->other_arch)
955 {
1690 total_exp += at->clone.stats.exp * 8; 956 total_exp += at->stats.exp * 8;
1691
1692 monster_cnt++; 957 monster_cnt++;
1693 } 958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
1694 } 965 }
966 }
1695 967
1696 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1697 969
1698 for (i = 1; i <= settings.max_level; i++) 970 for (int i = 1; i <= settings.max_level; i++)
1699 {
1700 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 971 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1701 {
1702 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703 return i; 972 return i;
1704 }
1705 }
1706 973
1707 return 1; 974 return 1;
1708}
1709
1710void
1711clean_tmp_map (maptile *m)
1712{
1713 if (m->tmpname == NULL)
1714 return;
1715 INVOKE_MAP (CLEAN, m);
1716 (void) unlink (m->tmpname);
1717}
1718
1719void
1720free_all_maps (void)
1721{
1722 int real_maps = 0;
1723
1724 while (first_map)
1725 {
1726 /* I think some of the callers above before it gets here set this to be
1727 * saving, but we still want to free this data
1728 */
1729 if (first_map->in_memory == MAP_SAVING)
1730 first_map->in_memory = MAP_IN_MEMORY;
1731 delete_map (first_map);
1732 real_maps++;
1733 }
1734
1735 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736} 975}
1737 976
1738/* change_map_light() - used to change map light level (darkness) 977/* change_map_light() - used to change map light level (darkness)
1739 * up or down. Returns true if successful. It should now be 978 * up or down. Returns true if successful. It should now be
1740 * possible to change a value by more than 1. 979 * possible to change a value by more than 1.
1741 * Move this from los.c to map.c since this is more related 980 * Move this from los.c to map.c since this is more related
1742 * to maps than los. 981 * to maps than los.
1743 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1744 */ 983 */
1745
1746int 984int
1747change_map_light (maptile *m, int change) 985maptile::change_map_light (int change)
1748{ 986{
1749 int new_level = m->darkness + change;
1750
1751 /* Nothing to do */ 987 /* Nothing to do */
1752 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 988 if (!change)
1753 {
1754 return 0; 989 return 0;
1755 }
1756 990
1757 /* inform all players on the map */ 991 /* inform all players on the map */
1758 if (change > 0) 992 if (change > 0)
1759 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1760 else 994 else
1761 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1762 996
1763 /* Do extra checking. since m->darkness is a unsigned value, 997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1764 * we need to be extra careful about negative values.
1765 * In general, the checks below are only needed if change
1766 * is not +/-1
1767 */
1768 if (new_level < 0)
1769 m->darkness = 0;
1770 else if (new_level >= MAX_DARKNESS)
1771 m->darkness = MAX_DARKNESS;
1772 else
1773 m->darkness = new_level;
1774 998
1775 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1776 update_all_map_los (m); 1000 update_all_map_los (this);
1001
1777 return 1; 1002 return 1;
1778} 1003}
1779 1004
1780/* 1005/*
1781 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1784 * through, etc) 1009 * through, etc)
1785 */ 1010 */
1786void 1011void
1787mapspace::update_ () 1012mapspace::update_ ()
1788{ 1013{
1789 object *tmp, *last = 0; 1014 object *last = 0;
1790 uint8 flags = 0, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1791 New_Face *top, *floor, *middle; 1016 sint8 light = 0;
1792 object *top_obj, *floor_obj, *middle_obj;
1793 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1794 1022
1795 middle = blank_face; 1023 //object *middle = 0;
1796 top = blank_face; 1024 //object *top = 0;
1797 floor = blank_face; 1025 //object *floor = 0;
1026 // this seems to generate better code than using locals, above
1027 object *&top = faces_obj[0] = 0;
1028 object *&middle = faces_obj[1] = 0;
1029 object *&floor = faces_obj[2] = 0;
1798 1030
1799 middle_obj = 0; 1031 object::flags_t allflags; // all flags of all objects or'ed together
1800 top_obj = 0;
1801 floor_obj = 0;
1802 1032
1803 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 { 1034 {
1805 /* This could be made additive I guess (two lights better than 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1806 * one). But if so, it shouldn't be a simple additive - 2
1807 * light bulbs do not illuminate twice as far as once since
1808 * it is a dissapation factor that is cubed.
1809 */
1810 if (tmp->glow_radius > light)
1811 light = tmp->glow_radius; 1036 light += tmp->glow_radius;
1812 1037
1813 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1814 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1815 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1816 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1817 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1818 * 1043 *
1819 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1820 */ 1045 */
1821 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1822 { 1047 {
1823 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1824 {
1825 top = tmp->face;
1826 top_obj = tmp; 1049 top = tmp;
1827 } 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1828 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829 { 1051 {
1830 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1831 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1832 */ 1054 */
1833 middle = blank_face; 1055 middle = 0;
1834 top = blank_face; 1056 top = 0;
1835 floor = tmp->face;
1836 floor_obj = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1837 } 1060 }
1838 /* Flag anywhere have high priority */ 1061 else
1839 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840 { 1062 {
1841 middle = tmp->face; 1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1842 1068
1843 middle_obj = tmp; 1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1844 anywhere = 1; 1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1080 middle = tmp;
1081 }
1845 } 1082 }
1846 /* Find the highest visible face around. If equal
1847 * visibilities, we still want the one nearer to the
1848 * top
1849 */
1850 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1851 {
1852 middle = tmp->face;
1853 middle_obj = tmp;
1854 }
1855 }
1856
1857 if (tmp == tmp->above)
1858 {
1859 LOG (llevError, "Error in structure of map\n");
1860 exit (-1);
1861 } 1083 }
1862 1084
1863 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1864 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1865 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1866 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1867 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1868 1090
1869 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1870 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1871 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1872 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1873 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1874 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1875 } 1095 }
1876 1096
1877 this->light = light; 1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1878 this->flags_ = flags; 1108 this->flags_ = flags;
1879 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1880 this->move_on = move_on; 1110 this->move_on = move_on;
1881 this->move_off = move_off; 1111 this->move_off = move_off;
1882 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1883 1115
1884 /* At this point, we have a floor face (if there is a floor), 1116 /* At this point, we have a floor face (if there is a floor),
1885 * and the floor is set - we are not going to touch it at 1117 * and the floor is set - we are not going to touch it at
1886 * this point. 1118 * this point.
1887 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1894 * middle face. This should not happen, as we already have the 1126 * middle face. This should not happen, as we already have the
1895 * else statement above so middle should not get set. OTOH, it 1127 * else statement above so middle should not get set. OTOH, it
1896 * may be possible for the faces to match but be different objects. 1128 * may be possible for the faces to match but be different objects.
1897 */ 1129 */
1898 if (top == middle) 1130 if (top == middle)
1899 middle = blank_face; 1131 middle = 0;
1900 1132
1901 /* There are three posibilities at this point: 1133 /* There are three posibilities at this point:
1902 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1903 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1904 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1905 */ 1137 */
1906 1138
1907 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1908 { 1140 {
1909 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1910 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1911 break; 1143 break;
1912 1144
1913 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1914 if ((top != blank_face) && (middle != blank_face)) 1146 if (top && middle)
1915 break; 1147 break;
1916 1148
1917 /* Only show visible faces, unless its the editor - show all */ 1149 /* Only show visible faces */
1918 if (!tmp->invisible || editor) 1150 if (!tmp->invisible)
1919 { 1151 {
1920 /* Fill in top if needed */ 1152 /* Fill in top if needed */
1921 if (top == blank_face) 1153 if (!top)
1922 { 1154 {
1923 top = tmp->face;
1924 top_obj = tmp; 1155 top = tmp;
1925 if (top == middle) 1156 if (top == middle)
1926 middle = blank_face; 1157 middle = 0;
1927 } 1158 }
1928 else 1159 else
1929 { 1160 {
1930 /* top is already set - we should only get here if 1161 /* top is already set - we should only get here if
1931 * middle is not set 1162 * middle is not set
1932 * 1163 *
1933 * Set the middle face and break out, since there is nothing 1164 * Set the middle face and break out, since there is nothing
1934 * more to fill in. We don't check visiblity here, since 1165 * more to fill in. We don't check visiblity here, since
1935 * 1166 *
1936 */ 1167 */
1937 if (tmp->face != top) 1168 if (tmp != top)
1938 { 1169 {
1939 middle = tmp->face;
1940 middle_obj = tmp; 1170 middle = tmp;
1941 break; 1171 break;
1942 } 1172 }
1943 } 1173 }
1944 } 1174 }
1945 } 1175 }
1946 1176
1947 if (middle == floor) 1177 if (middle == floor)
1948 middle = blank_face; 1178 middle = 0;
1949 1179
1950 if (top == middle) 1180 if (top == middle)
1951 middle = blank_face; 1181 middle = 0;
1952 1182
1953 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1183#if 0
1954 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1184 faces_obj [0] = top;
1955 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1185 faces_obj [1] = middle;
1186 faces_obj [2] = floor;
1187#endif
1956} 1188}
1957 1189
1958void 1190maptile *
1959set_map_reset_time (maptile *map) 1191maptile::tile_available (int dir, bool load)
1960{ 1192{
1961 int timeout; 1193 if (tile_path[dir])
1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1962 1197
1963 timeout = map->reset_timeout; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1964 if (timeout <= 0) 1199 return tile_map[dir];
1965 timeout = MAP_DEFAULTRESET; 1200 }
1966 if (timeout >= MAP_MAXRESET)
1967 timeout = MAP_MAXRESET;
1968 map->reset_time = time (0) + timeout;
1969}
1970 1201
1971/* this updates the orig_map->tile_map[tile_num] value after loading 1202 return 0;
1972 * the map. It also takes care of linking back the freshly loaded
1973 * maps tile_map values if it tiles back to this one. It returns
1974 * the value of orig_map->tile_map[tile_num]. It really only does this
1975 * so that it is easier for calling functions to verify success.
1976 */
1977
1978static maptile *
1979load_and_link_tiled_map (maptile *orig_map, int tile_num)
1980{
1981 int dest_tile = (tile_num + 2) % 4;
1982 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1983
1984 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1985
1986 /* need to do a strcmp here as the orig_map->path is not a shared string */
1987 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1988 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1989
1990 return orig_map->tile_map[tile_num];
1991} 1203}
1992 1204
1993/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1994 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1995 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1996 * This is the function should always be used when it 1208 * This is the function should always be used when it
1997 * necessary to check for valid coordinates. 1209 * necessary to check for valid coordinates.
1998 * This function will recursively call itself for the 1210 * This function will recursively call itself for the
1999 * tiled maps. 1211 * tiled maps.
2000 *
2001 *
2002 */ 1212 */
2003int 1213int
2004out_of_map (maptile *m, int x, int y) 1214out_of_map (maptile *m, int x, int y)
2005{ 1215{
2006 /* If we get passed a null map, this is obviously the 1216 /* If we get passed a null map, this is obviously the
2010 if (!m) 1220 if (!m)
2011 return 0; 1221 return 0;
2012 1222
2013 if (x < 0) 1223 if (x < 0)
2014 { 1224 {
2015 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
2016 return 1; 1226 return 1;
2017 1227
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map (m, 3);
2020
2021 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2022 } 1229 }
2023 1230
2024 if (x >= m->width) 1231 if (x >= m->width)
2025 { 1232 {
2026 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
2027 return 1; 1234 return 1;
2028 1235
2029 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map (m, 1);
2031
2032 return (out_of_map (m->tile_map[1], x - m->width, y)); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
2033 } 1237 }
2034 1238
2035 if (y < 0) 1239 if (y < 0)
2036 { 1240 {
2037 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
2038 return 1; 1242 return 1;
2039 1243
2040 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map (m, 0);
2042
2043 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2044 } 1245 }
2045 1246
2046 if (y >= m->height) 1247 if (y >= m->height)
2047 { 1248 {
2048 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
2049 return 1; 1250 return 1;
2050 1251
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map (m, 2);
2053
2054 return (out_of_map (m->tile_map[2], x, y - m->height)); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
2055 } 1253 }
2056 1254
2057 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
2058 * map. 1256 * map.
2059 */ 1257 */
2062 1260
2063/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
2064 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
2065 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
2066 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
2067 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
2068 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
2069 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
2070 */ 1268 */
2071maptile * 1269maptile *
2072get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1270maptile::xy_find (sint16 &x, sint16 &y)
2073{ 1271{
2074
2075 if (*x < 0) 1272 if (x < 0)
2076 { 1273 {
2077 if (!m->tile_path[3]) 1274 if (!tile_available (3))
2078 return 0; 1275 return 0;
2079 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 3);
2081 1276
2082 *x += m->tile_map[3]->width; 1277 x += tile_map[3]->width;
2083 return (get_map_from_coord (m->tile_map[3], x, y)); 1278 return tile_map[3]->xy_find (x, y);
2084 } 1279 }
2085 1280
2086 if (*x >= m->width) 1281 if (x >= width)
2087 { 1282 {
2088 if (!m->tile_path[1]) 1283 if (!tile_available (1))
2089 return 0; 1284 return 0;
2090 1285
2091 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2092 load_and_link_tiled_map (m, 1);
2093
2094 *x -= m->width; 1286 x -= width;
2095 return (get_map_from_coord (m->tile_map[1], x, y)); 1287 return tile_map[1]->xy_find (x, y);
2096 } 1288 }
2097 1289
2098 if (*y < 0) 1290 if (y < 0)
2099 { 1291 {
2100 if (!m->tile_path[0]) 1292 if (!tile_available (0))
2101 return 0; 1293 return 0;
2102 1294
2103 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2104 load_and_link_tiled_map (m, 0);
2105
2106 *y += m->tile_map[0]->height; 1295 y += tile_map[0]->height;
2107 return (get_map_from_coord (m->tile_map[0], x, y)); 1296 return tile_map[0]->xy_find (x, y);
2108 } 1297 }
2109 1298
2110 if (*y >= m->height) 1299 if (y >= height)
2111 { 1300 {
2112 if (!m->tile_path[2]) 1301 if (!tile_available (2))
2113 return 0; 1302 return 0;
2114 1303
2115 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2116 load_and_link_tiled_map (m, 2);
2117
2118 *y -= m->height; 1304 y -= height;
2119 return (get_map_from_coord (m->tile_map[2], x, y)); 1305 return tile_map[2]->xy_find (x, y);
2120 } 1306 }
2121 1307
2122 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
2123 * map. 1309 * map.
2124 */ 1310 */
2125
2126 return m; 1311 return this;
2127} 1312}
2128 1313
2129/** 1314/**
2130 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
2131 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
2132 */ 1317 */
2133static int 1318int
2134adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2135{ 1320{
2136 if (!map1 || !map2) 1321 if (!map1 || !map2)
2137 return 0; 1322 return 0;
2138 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
2139 if (map1 == map2) 1326 if (map1 == map2)
2140 { 1327 {
2141 *dx = 0; 1328 *dx = 0;
2142 *dy = 0; 1329 *dy = 0;
2143
2144 } 1330 }
2145 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_available (0, false) == map2)
2146 { /* up */ 1332 { /* up */
2147 *dx = 0; 1333 *dx = 0;
2148 *dy = -map2->height; 1334 *dy = -map2->height;
2149 } 1335 }
2150 else if (map1->tile_map[1] == map2) 1336 else if (map1->tile_available (1, false) == map2)
2151 { /* right */ 1337 { /* right */
2152 *dx = map1->width; 1338 *dx = map1->width;
2153 *dy = 0; 1339 *dy = 0;
2154 } 1340 }
2155 else if (map1->tile_map[2] == map2) 1341 else if (map1->tile_available (2, false) == map2)
2156 { /* down */ 1342 { /* down */
2157 *dx = 0; 1343 *dx = 0;
2158 *dy = map1->height; 1344 *dy = map1->height;
2159 } 1345 }
2160 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_available (3, false) == map2)
2161 { /* left */ 1347 { /* left */
2162 *dx = -map2->width; 1348 *dx = -map2->width;
2163 *dy = 0; 1349 *dy = 0;
2164
2165 } 1350 }
2166 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
2167 { /* up right */ 1352 { /* up right */
2168 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
2169 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
2170 } 1355 }
2171 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
2172 { /* up left */ 1357 { /* up left */
2173 *dx = -map2->width; 1358 *dx = -map2->width;
2174 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
2175 } 1360 }
2176 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
2177 { /* right up */ 1362 { /* right up */
2178 *dx = map1->width; 1363 *dx = map1->width;
2179 *dy = -map2->height; 1364 *dy = -map2->height;
2180 } 1365 }
2181 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
2182 { /* right down */ 1367 { /* right down */
2183 *dx = map1->width; 1368 *dx = map1->width;
2184 *dy = map1->tile_map[1]->height; 1369 *dy = map1->tile_map[1]->height;
2185 } 1370 }
2186 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
2187 { /* down right */ 1372 { /* down right */
2188 *dx = map1->tile_map[2]->width; 1373 *dx = map1->tile_map[2]->width;
2189 *dy = map1->height; 1374 *dy = map1->height;
2190 } 1375 }
2191 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
2192 { /* down left */ 1377 { /* down left */
2193 *dx = -map2->width; 1378 *dx = -map2->width;
2194 *dy = map1->height; 1379 *dy = map1->height;
2195 } 1380 }
2196 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
2197 { /* left up */ 1382 { /* left up */
2198 *dx = -map1->tile_map[3]->width; 1383 *dx = -map1->tile_map[3]->width;
2199 *dy = -map2->height; 1384 *dy = -map2->height;
2200 } 1385 }
2201 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
2202 { /* left down */ 1387 { /* left down */
2203 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
2204 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
2205
2206 } 1390 }
2207 else 1391 else
2208 { /* not "adjacent" enough */
2209 return 0; 1392 return 0;
2210 }
2211 1393
2212 return 1; 1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
2213} 1412}
2214 1413
2215/* From map.c 1414/* From map.c
2216 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
2217 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
2218 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
2219 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
2220 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
2221 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
2222 * monster that is closest. 1421 * monster that is closest.
2223 * 1422 *
2224 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
2225 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
2230 * be unexpected 1429 * be unexpected
2231 * 1430 *
2232 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
2233 * closest body part of 'op1' 1432 * closest body part of 'op1'
2234 */ 1433 */
2235
2236void 1434void
2237get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2238{ 1436{
2239 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2240 { 1438 {
2241 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
2242 retval->distance = 100000; 1440 retval->distance = 10000;
2243 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
2244 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
2245 retval->direction = 0; 1443 retval->direction = 0;
2246 retval->part = 0; 1444 retval->part = 0;
2247 } 1445 }
2248 else 1446 else
2249 { 1447 {
2250 object *best;
2251
2252 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
2253 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
2254 1450
2255 best = op1; 1451 object *best = op1;
1452
2256 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
2257 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
2258 { 1455 {
2259 object *tmp; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
2260 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2261 1457
2262 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
2263 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
2264 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
2265 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
2266 * below works. 1462 * below works.
2267 */ 1463 */
2268 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2269 { 1465 {
2270 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2271 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
2272 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
2273 { 1469 {
2274 best_distance = tmpi; 1470 best_distance = tmpi;
2275 best = tmp; 1471 best = tmp;
2276 } 1472 }
2277 } 1473 }
1474
2278 if (best != op1) 1475 if (best != op1)
2279 { 1476 {
2280 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
2281 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
2282 } 1479 }
2283 } 1480 }
1481
2284 retval->part = best; 1482 retval->part = best;
2285 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2286 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2287 } 1485 }
2288} 1486}
2289 1487
2290/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
2291 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
2295 * flags has no meaning for this function at this time - I kept it in to 1493 * flags has no meaning for this function at this time - I kept it in to
2296 * be more consistant with the above function and also in case they are needed 1494 * be more consistant with the above function and also in case they are needed
2297 * for something in the future. Also, since no object is pasted, the best 1495 * for something in the future. Also, since no object is pasted, the best
2298 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
2299 */ 1497 */
2300
2301void 1498void
2302get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1499get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2303{ 1500{
2304 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2305 { 1502 {
2306 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
2307 retval->distance = 100000; 1504 retval->distance = 100000;
2308 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
2309 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
2310 retval->direction = 0; 1507 retval->direction = 0;
2311 retval->part = 0; 1508 retval->part = 0;
2312 } 1509 }
2313 else 1510 else
2314 { 1511 {
2315 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
2316 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
2317 1514
2318 retval->part = NULL; 1515 retval->part = 0;
2319 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2320 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2321 } 1518 }
2322} 1519}
2323 1520
2324/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
2325 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
2326 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1523 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2327 * to op1, this will still return false. 1524 * to op1, this will still return false.
2328 * Note we only look one map out to keep the processing simple 1525 * Note we only look one map out to keep the processing simple
2329 * and efficient. This could probably be a macro. 1526 * and efficient. This could probably be a macro.
2330 * MSW 2001-08-05 1527 * MSW 2001-08-05
2331 */ 1528 */
2335 int dx, dy; 1532 int dx, dy;
2336 1533
2337 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
2338} 1535}
2339 1536
1537//-GPL
1538
2340object * 1539object *
2341maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
2342{ 1541{
2343 if (!op->flag [FLAG_REMOVED])
2344 op->remove ();
2345
2346 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347} 1543}
2348 1544
1545region *
1546maptile::region (int x, int y) const
1547{
1548 if (regions
1549 && regionmap
1550 && !OUT_OF_REAL_MAP (this, x, y))
1551 if (struct region *reg = regionmap [regions [y * width + x]])
1552 return reg;
1553
1554 if (default_region)
1555 return default_region;
1556
1557 return ::region::default_region ();
1558}
1559
1560//+GPL
1561
1562/* picks a random object from a style map.
1563 */
1564object *
1565maptile::pick_random_object (rand_gen &gen) const
1566{
1567 /* while returning a null object will result in a crash, that
1568 * is actually preferable to an infinite loop. That is because
1569 * most servers will automatically restart in case of crash.
1570 * Change the logic on getting the random space - shouldn't make
1571 * any difference, but this seems clearer to me.
1572 */
1573 for (int i = 1000; --i;)
1574 {
1575 object *pick = at (gen (width), gen (height)).bot;
1576
1577 // must be head: do not prefer big monsters just because they are big.
1578 if (pick && pick->is_head ())
1579 return pick;
1580 }
1581
1582 // instead of crashing in the unlikely(?) case, try to return *something*
1583 return archetype::find (shstr_bug);
1584}
1585
1586//-GPL
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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