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Comparing deliantra/server/common/map.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.159 by root, Tue May 5 04:51:56 2009 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 24#include <unistd.h>
36#endif /* win32 */
37 25
26#include "global.h"
27#include "loader.h"
38#include "path.h" 28#include "path.h"
39 29
40 30sint8 maptile::outdoor_darkness;
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 31
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
252 * by a P_NEW_MAP value, another call to get_map_from_coord 37 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 38 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
256 */ 41 */
42int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 44{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 45 sint16 newx = x;
265 newy = y; 46 sint16 newy = y;
47
266 mp = get_map_from_coord(oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 49
268 retval |= P_NEW_MAP; 50 if (!mp)
51 return P_OUT_OF_MAP;
52
269 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 54 if (nx) *nx = newx;
271 if (ny) *ny = newy; 55 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 if (mp->safe_map)
274 retval |= P_NO_MAGIC | P_NO_CLERIC | P_SAFE_MAP;
275 return retval;
276}
277 56
57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58}
278 59
279/* 60/*
280 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
281 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
282 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
286 * monster. 67 * monster.
287 * m, x, y are the target map/coordinates - needed for map tiling. 68 * m, x, y are the target map/coordinates - needed for map tiling.
288 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
289 * by the caller. 70 * by the caller.
290 */ 71 */
291 72int
292int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 73blocked_link (object *ob, maptile *m, int sx, int sy)
74{
293 object *tmp; 75 object *tmp;
294 int mflags, blocked; 76 int mflags, blocked;
295 77
296 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this. 79 * have already checked this.
298 */ 80 */
299 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
300 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
301 return 1; 84 return 1;
302 } 85 }
303 86
304 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
305 * directly. 88 * directly.
306 */ 89 */
307 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
308 91
309 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
310 93
311 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
312 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
313 * things we need to do for players. 96 * things we need to do for players.
314 */ 97 */
315 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
316
317 /* if there isn't anytyhing alive on this space, and this space isn't
318 * otherwise blocked, we can return now. Only if there is a living
319 * creature do we need to investigate if it is part of this creature
320 * or another. Likewise, only if something is blocking us do we
321 * need to investigate if there is a special circumstance that would
322 * let the player through (inventory checkers for example)
323 */
324 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
325
326 if(ob->head != NULL)
327 ob=ob->head;
328
329 /* We basically go through the stack of objects, and if there is
330 * some other object that has NO_PASS or FLAG_ALIVE set, return
331 * true. If we get through the entire stack, that must mean
332 * ob is blocking it, so return 0.
333 */
334 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
335
336 /* This must be before the checks below. Code for inventory checkers. */
337 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
338 /* If last_sp is set, the player/monster needs an object,
339 * so we check for it. If they don't have it, they can't
340 * pass through this space.
341 */
342 if (tmp->last_sp) {
343 if (check_inv_recursive(ob,tmp)==NULL)
344 return 1;
345 else
346 continue;
347 } else {
348 /* In this case, the player must not have the object -
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else {
358 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks
360 * movement, can't move here.
361 * second - if a monster, can't move there, unles it is a
362 * hidden dm
363 */
364 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
365 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
366 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
367 return 1;
368 }
369
370 }
371 return 0; 99 return 0;
372}
373 100
101 /* if there isn't anytyhing alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example)
107 */
108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
110
111 ob = ob->head_ ();
112
113 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0.
117 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (check_inv_recursive (ob, tmp) == NULL)
131 return 1;
132 else
133 continue;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
148 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
163 }
164
165 }
166 return 0;
167}
374 168
375/* 169/*
376 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
377 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
378 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
379 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
380 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
381 * 175 *
382 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
383 * 177 *
384 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
385 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
396 * 190 *
397 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
398 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
399 * against the move_block values. 193 * against the move_block values.
400 */ 194 */
401 195bool
402int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 196object::blocked (maptile *m, int x, int y) const
403 archetype *tmp; 197{
404 int flag; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
405 mapstruct *m1;
406 sint16 sx, sy;
407
408 if(ob==NULL) {
409 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
411
412 /* don't have object, so don't know what types would block */
413 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
414 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
415 201
416 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 202 if (!pos.normalise ())
417 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 203 return 1;
418 204
419 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 205 mapspace &ms = *pos;
420 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
421 206
422 /* find_first_free_spot() calls this function. However, often 207 if (ms.flags () & P_IS_ALIVE)
423 * ob doesn't have any move type (when used to place exits) 208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
424 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
425 */ 213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
426 216
427 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
428
429 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
430 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
431 */ 219 */
432 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 220 if (ms.blocks (move_type))
433 return AB_NO_PASS; 221 return 1;
434
435 } 222 }
223
436 return 0; 224 return 0;
437} 225}
438 226
439/* When the map is loaded, load_object does not actually insert objects 227/* When the map is loaded, load_object does not actually insert objects
440 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
441 * and insert them properly. 229 * and insert them properly.
442 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
443 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
444 */ 232 */
445 233void
446void fix_container(object *container) 234fix_container (object *container)
447{ 235{
448 object *tmp=container->inv, *next; 236 object *tmp = container->inv, *next;
449 237
450 container->inv=NULL; 238 container->inv = 0;
451 while (tmp!=NULL) { 239 while (tmp)
240 {
452 next = tmp->below; 241 next = tmp->below;
453 if (tmp->inv) 242 if (tmp->inv)
454 fix_container(tmp); 243 fix_container (tmp);
244
455 (void) insert_ob_in_ob(tmp,container); 245 insert_ob_in_ob (tmp, container);
456 tmp = next; 246 tmp = next;
457 } 247 }
248
458 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
459 * carrying. 250 //TODO: remove
460 */ 251 container->update_weight ();
461 sum_weight(container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
462} 276}
463 277
464/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
465 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
466 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
467 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
468 * the more sections and not re-add sections for them.
469 */ 282 */
470 283void
471static void link_multipart_objects(mapstruct *m) 284maptile::link_multipart_objects ()
472{ 285{
473 int x,y; 286 if (!spaces)
474 object *tmp, *op, *last, *above; 287 return;
475 archetype *at;
476 288
477 for(x=0;x<MAP_WIDTH(m);x++) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
478 for(y=0;y<MAP_HEIGHT(m);y++) 290 {
479 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 291 object *op = ms->bot;
480 above=tmp->above; 292 while (op)
481 293 {
482 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
483 if (tmp->head || tmp->more) continue; 295 if (op->head_ () == op && !op->more && op->arch->more)
296 {
297 op->remove ();
298 op->expand_tail ();
484 299
485 /* If there is nothing more to this object, this for loop 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
486 * won't do anything. 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
487 */ 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
488 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
489 op = arch_to_object(at);
490 304
491 /* update x,y coordinates */ 305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
492 op->x += tmp->x; 306 // so we have to reset the iteration through the mapspace
493 op->y += tmp->y; 307 }
494 op->head = tmp; 308 else
495 op->map = m; 309 op = op->above;
496 last->more = op; 310 }
497 if (tmp->name != op->name) {
498 if (op->name) free_string(op->name);
499 op->name = add_string(tmp->name);
500 } 311 }
501 if (tmp->title != op->title) {
502 if (op->title) free_string(op->title);
503 op->title = add_string(tmp->title);
504 }
505 /* we could link all the parts onto tmp, and then just
506 * call insert_ob_in_map once, but the effect is the same,
507 * as insert_ob_in_map will call itself with each part, and
508 * the coding is simpler to just to it here with each part.
509 */
510 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
511 } /* for at = tmp->arch->more */
512 } /* for objects on this space */
513} 312}
514
515
516 313
517/* 314/*
518 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
519 * file pointer. 316 * file pointer.
520 * mapflags is the same as we get with load_original_map
521 */
522
523void load_objects (mapstruct *m, FILE *fp, int mapflags) {
524 int i,j,bufstate=LO_NEWFILE;
525 int unique;
526 object *op, *prev=NULL,*last_more=NULL, *otmp;
527
528 op=get_object();
529 op->map = m; /* To handle buttons correctly */
530
531 while((i=load_object(fp,op,bufstate, mapflags))) {
532 /* Since the loading of the map header does not load an object
533 * anymore, we need to pass LO_NEWFILE for the first object loaded,
534 * and then switch to LO_REPEAT for faster loading.
535 */ 317 */
536 bufstate = LO_REPEAT; 318bool
537 319maptile::_load_objects (object_thawer &f)
538 /* if the archetype for the object is null, means that we 320{
539 * got an invalid object. Don't do anything with it - the game 321 for (;;)
540 * or editor will not be able to do anything with it either.
541 */
542 if (op->arch==NULL) {
543 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
544 continue;
545 }
546
547
548 switch(i) {
549 case LL_NORMAL:
550 /* if we are loading an overlay, put the floors on the bottom */
551 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
552 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554 else
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556
557 if (op->inv)
558 sum_weight(op);
559
560 prev=op,last_more=op;
561 break;
562
563 case LL_MORE:
564 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565 op->head=prev,last_more->more=op,last_more=op;
566 break;
567 }
568 if (mapflags & MAP_STYLE) {
569 remove_from_active_list(op);
570 }
571 op=get_object();
572 op->map = m;
573 } 322 {
574 for (i=0;i<m->width;i++){ 323 coroapi::cede_to_tick (); // cede once in a while
575 for (j=0;j<m->height;j++){ 324
325 switch (f.kw)
326 {
327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) it's correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
357 }
358
576 unique =0; 359 continue;
577 /* check for unique items, or unique squares */ 360
578 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 361 case KW_EOF:
579 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 362 return true;
580 unique = 1; 363
581 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 364 default:
582 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 365 if (!f.parse_error ("map file"))
366 return false;
367 break;
368 }
369
370 f.next ();
583 } 371 }
584 } 372
373 return true;
374}
375
376void
377maptile::activate ()
378{
379 if (spaces)
380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above)
382 op->activate_recursive ();
383}
384
385void
386maptile::deactivate ()
387{
388 if (spaces)
389 for (mapspace *ms = spaces + size (); ms-- > spaces; )
390 for (object *op = ms->bot; op; op = op->above)
391 op->deactivate_recursive ();
392}
393
394bool
395maptile::_save_objects (object_freezer &f, int flags)
396{
397 coroapi::cede_to_tick ();
398
399 if (flags & IO_HEADER)
400 _save_header (f);
401
402 if (!spaces)
403 return false;
404
405 for (int i = 0; i < size (); ++i)
585 } 406 {
586 free_object(op); 407 bool unique = 0;
587 link_multipart_objects(m);
588}
589 408
590/* This saves all the objects on the map in a non destructive fashion. 409 for (object *op = spaces [i].bot; op; op = op->above)
591 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410 {
592 * and we only save the head of multi part objects - this is needed 411 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
593 * in order to do map tiling properly. 412
413 if (expect_false (!op->can_map_save ()))
414 continue;
415
416 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
417 {
418 if (flags & IO_UNIQUES)
419 op->write (f);
420 }
421 else if (expect_true (flags & IO_OBJECTS))
422 op->write (f);
423 }
424 }
425
426 coroapi::cede_to_tick ();
427
428 return true;
429}
430
431bool
432maptile::_save_objects (const char *path, int flags)
433{
434 object_freezer freezer;
435
436 if (!_save_objects (freezer, flags))
437 return false;
438
439 return freezer.save (path);
440}
441
442maptile::maptile ()
443{
444 in_memory = MAP_SWAPPED;
445
446 /* The maps used to pick up default x and y values from the
447 * map archetype. Mimic that behaviour.
594 */ 448 */
595void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 449 width = 16;
596 int i, j = 0,unique=0; 450 height = 16;
597 object *op; 451 timeout = 300;
598 /* first pass - save one-part objects */ 452 max_nrof = 1000; // 1000 items of anything
599 for(i = 0; i < MAP_WIDTH(m); i++) 453 max_volume = 2000000; // 2m³
600 for (j = 0; j < MAP_HEIGHT(m); j++) { 454}
601 unique=0;
602 for(op = get_map_ob (m, i, j); op; op = op->above) {
603 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
604 unique=1;
605 455
606 if(op->type == PLAYER) { 456maptile::maptile (int w, int h)
607 LOG(llevDebug, "Player on map that is being saved\n"); 457{
608 continue; 458 in_memory = MAP_SWAPPED;
609 }
610 459
611 if (op->head || op->owner) 460 width = w;
612 continue; 461 height = h;
462 reset_timeout = 0;
463 timeout = 300;
464 enter_x = 0;
465 enter_y = 0;
613 466
614 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 467 alloc ();
615 save_object( fp2 , op, 3);
616 else
617 if (flag == 0 ||
618 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
619 !QUERY_FLAG(op, FLAG_UNPAID))))
620 save_object(fp, op, 3);
621
622 } /* for this space */
623 } /* for this j */
624} 468}
625 469
626/* 470/*
627 * Allocates, initialises, and returns a pointer to a mapstruct.
628 * Modified to no longer take a path option which was not being
629 * used anyways. MSW 2001-07-01
630 */
631
632mapstruct *get_linked_map(void) {
633 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
634 mapstruct *mp;
635
636 if(map==NULL)
637 fatal(OUT_OF_MEMORY);
638
639 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
640 if(mp==NULL)
641 first_map=map;
642 else
643 mp->next=map;
644
645 map->in_memory=MAP_SWAPPED;
646 /* The maps used to pick up default x and y values from the
647 * map archetype. Mimic that behaviour.
648 */
649 MAP_WIDTH(map)=16;
650 MAP_HEIGHT(map)=16;
651 MAP_RESET_TIMEOUT(map)=0;
652 MAP_TIMEOUT(map)=300;
653 MAP_ENTER_X(map)=0;
654 MAP_ENTER_Y(map)=0;
655 /*set part to -1 indicating conversion to weather map not yet done*/
656 MAP_WORLDPARTX(map)=-1;
657 MAP_WORLDPARTY(map)=-1;
658 return map;
659}
660
661/*
662 * Allocates the arrays contained in a mapstruct. 471 * Allocates the arrays contained in a maptile.
663 * This basically allocates the dynamic array of spaces for the 472 * This basically allocates the dynamic array of spaces for the
664 * map. 473 * map.
665 */ 474 */
666 475void
667void allocate_map(mapstruct *m) { 476maptile::alloc ()
668 m->in_memory = MAP_IN_MEMORY; 477{
669 /* Log this condition and free the storage. We could I suppose
670 * realloc, but if the caller is presuming the data will be intact,
671 * that is their poor assumption.
672 */
673 if (m->spaces) { 478 if (spaces)
674 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
675 free(m->spaces);
676 }
677
678 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
679
680 if(m->spaces==NULL)
681 fatal(OUT_OF_MEMORY);
682}
683
684/* Create and returns a map of the specific size. Used
685 * in random map code and the editor.
686 */
687mapstruct *get_empty_map(int sizex, int sizey) {
688 mapstruct *m = get_linked_map();
689 m->width = sizex;
690 m->height = sizey;
691 m->in_memory = MAP_SWAPPED;
692 allocate_map(m);
693 return m; 479 return;
480
481 spaces = salloc0<mapspace> (size ());
694} 482}
695 483
696/* Takes a string from a map definition and outputs a pointer to the array of shopitems 484/* Takes a string from a map definition and outputs a pointer to the array of shopitems
697 * corresponding to that string. Memory is allocated for this, it must be freed 485 * corresponding to that string. Memory is allocated for this, it must be freed
698 * at a later date. 486 * at a later date.
699 * Called by parse_map_headers below. 487 * Called by parse_map_headers below.
700 */ 488 */
701 489static shopitems *
702static shopitems *parse_shop_string (const char *input_string) { 490parse_shop_string (const char *input_string)
491{
703 char *shop_string, *p, *q, *next_semicolon, *next_colon; 492 char *shop_string, *p, *q, *next_semicolon, *next_colon;
704 shopitems *items=NULL; 493 shopitems *items = NULL;
705 int i=0, number_of_entries=0; 494 int i = 0, number_of_entries = 0;
706 const typedata *current_type; 495 const typedata *current_type;
707 496
708 shop_string=strdup_local(input_string); 497 shop_string = strdup (input_string);
709 p=shop_string; 498 p = shop_string;
710 /* first we'll count the entries, we'll need that for allocating the array shortly */ 499 /* first we'll count the entries, we'll need that for allocating the array shortly */
711 while (p) { 500 while (p)
501 {
712 p=strchr(p, ';'); 502 p = strchr (p, ';');
713 number_of_entries++; 503 number_of_entries++;
714 if (p) p++; 504 if (p)
505 p++;
715 } 506 }
507
716 p=shop_string; 508 p = shop_string;
717 strip_endline(p); 509 strip_endline (p);
718 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 510 items = new shopitems[number_of_entries + 1];
719 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
720 for (i=0; i<number_of_entries; i++) { 511 for (i = 0; i < number_of_entries; i++)
721 if (!p) { 512 {
513 if (!p)
514 {
722 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 515 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
723 break; 516 break;
724 }
725 next_semicolon=strchr(p, ';');
726 next_colon=strchr(p, ':');
727 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
728 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
729 items[i].strength=atoi(strchr(p,':')+1);
730
731 if (isdigit(*p) || *p=='*') {
732 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
733 current_type=get_typedata(items[i].typenum);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].name_pl=current_type->name_pl;
737 }
738 }
739 else { /*we have a named type, let's figure out what it is */
740 q=strpbrk(p,";:");
741 if (q) *q='\0';
742
743 current_type=get_typedata_by_name(p);
744 if (current_type) {
745 items[i].name=current_type->name;
746 items[i].typenum=current_type->number;
747 items[i].name_pl=current_type->name_pl;
748 }
749 else { /* oh uh, something's wrong, let's free up this one, and try
750 * the next entry while we're at it, better print a warning
751 */
752 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
753 p, input_string);
754 }
755 } 517 }
518
519 next_semicolon = strchr (p, ';');
520 next_colon = strchr (p, ':');
521 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
522 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
523 items[i].strength = atoi (strchr (p, ':') + 1);
524
525 if (isdigit (*p) || *p == '*')
526 {
527 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
528 current_type = get_typedata (items[i].typenum);
529 if (current_type)
530 {
531 items[i].name = current_type->name;
532 items[i].name_pl = current_type->name_pl;
533 }
534 }
535 else
536 { /*we have a named type, let's figure out what it is */
537 q = strpbrk (p, ";:");
538 if (q)
539 *q = '\0';
540
541 current_type = get_typedata_by_name (p);
542 if (current_type)
543 {
544 items[i].name = current_type->name;
545 items[i].typenum = current_type->number;
546 items[i].name_pl = current_type->name_pl;
547 }
548 else
549 { /* oh uh, something's wrong, let's free up this one, and try
550 * the next entry while we're at it, better print a warning
551 */
552 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
553 }
554 }
555
756 items[i].index=number_of_entries; 556 items[i].index = number_of_entries;
757 if (next_semicolon) p=++next_semicolon; 557 if (next_semicolon)
758 else p=NULL; 558 p = ++next_semicolon;
559 else
560 p = NULL;
759 } 561 }
562
760 free(shop_string); 563 free (shop_string);
761 return items; 564 return items;
762} 565}
763 566
764/* opposite of parse string, this puts the string that was originally fed in to 567/* opposite of parse string, this puts the string that was originally fed in to
765 * the map (or something equivilent) into output_string. */ 568 * the map (or something equivilent) into output_string. */
569static void
766static void print_shop_string(mapstruct *m, char *output_string) { 570print_shop_string (maptile *m, char *output_string)
571{
767 int i; 572 int i;
768 char tmp[MAX_BUF]; 573 char tmp[MAX_BUF];
574
769 strcpy(output_string, ""); 575 strcpy (output_string, "");
770 for (i=0; i< m->shopitems[0].index; i++) { 576 for (i = 0; i < m->shopitems[0].index; i++)
577 {
771 if (m->shopitems[i].typenum) { 578 if (m->shopitems[i].typenum)
579 {
772 if (m->shopitems[i].strength) { 580 if (m->shopitems[i].strength)
773 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
774 } 582 else
775 else sprintf(tmp, "%s;", m->shopitems[i].name); 583 sprintf (tmp, "%s;", m->shopitems[i].name);
776 } 584 }
777 else { 585 else
586 {
778 if (m->shopitems[i].strength) { 587 if (m->shopitems[i].strength)
779 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 588 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
780 } 589 else
781 else sprintf(tmp, "*"); 590 sprintf (tmp, "*");
782 } 591 }
592
783 strcat(output_string, tmp); 593 strcat (output_string, tmp);
784 } 594 }
785} 595}
786 596
787/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
788 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
792 * put all the stuff in the map object so that names actually make 602 * put all the stuff in the map object so that names actually make
793 * sense. 603 * sense.
794 * This could be done in lex (like the object loader), but I think 604 * This could be done in lex (like the object loader), but I think
795 * currently, there are few enough fields this is not a big deal. 605 * currently, there are few enough fields this is not a big deal.
796 * MSW 2001-07-01 606 * MSW 2001-07-01
797 * return 0 on success, 1 on failure.
798 */ 607 */
799 608bool
800static int load_map_header(FILE *fp, mapstruct *m) 609maptile::_load_header (object_thawer &thawer)
801{ 610{
802 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 611 for (;;)
803 int msgpos=0; 612 {
804 int maplorepos=0; 613 switch (thawer.kw)
614 {
615 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg);
617 break;
805 618
806 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 619 case KW_lore: // CF+ extension
807 buf[HUGE_BUF-1] = 0; 620 thawer.get_ml (KW_endlore, maplore);
808 key = buf; 621 break;
809 while (isspace(*key)) key++; 622
810 if (*key == 0) continue; /* empty line */ 623 case KW_maplore:
811 value = strchr(key, ' '); 624 thawer.get_ml (KW_endmaplore, maplore);
812 if (!value) { 625 break;
813 end = strchr(key, '\n'); 626
814 if (end != NULL) { 627 case KW_arch:
815 *end = 0; 628 if (strcmp (thawer.get_str (), "map"))
629 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630 break;
631
632 case KW_oid:
633 thawer.get (this, thawer.get_sint32 ());
634 break;
635
636 case KW_file_format_version: break; // nop
637
638 case KW_name: thawer.get (name); break;
639 case KW_attach: thawer.get (attach); break;
640 case KW_reset_time: thawer.get (reset_time); break;
641 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652
653 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
657
658 case KW_region: default_region = region::find (thawer.get_str ()); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660
661 // old names new names
662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
664 case KW_x: case KW_width: thawer.get (width); break;
665 case KW_y: case KW_height: thawer.get (height); break;
666 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
667 case KW_value: case KW_swap_time: thawer.get (timeout); break;
668 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
669 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
670 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
671
672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
685 default:
686 if (!thawer.parse_error ("map", 0))
687 return false;
688 break;
689 }
690
691 thawer.next ();
816 } 692 }
817 } else {
818 *value = 0;
819 value++;
820 end = strchr(value, '\n');
821 while (isspace(*value)) {
822 value++;
823 if (*value == '\0' || value == end) {
824 /* Nothing but spaces. */
825 value = NULL;
826 break;
827 }
828 }
829 }
830 if (!end) {
831 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
832 buf);
833 return 1;
834 }
835
836 693
837 /* key is the field name, value is what it should be set 694 abort ();
838 * to. We've already done the work to null terminate key,
839 * and strip off any leading spaces for both of these.
840 * We have not touched the newline at the end of the line -
841 * these are needed for some values. the end pointer
842 * points to the first of the newlines.
843 * value could be NULL! It would be easy enough to just point
844 * this to "" to prevent cores, but that would let more errors slide
845 * through.
846 *
847 * First check for entries that do not use the value parameter, then
848 * validate that value is given and check for the remaining entries
849 * that use the parameter.
850 */
851
852 if (!strcmp(key,"msg")) {
853 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
854 if (!strcmp(buf,"endmsg\n")) break;
855 else {
856 /* slightly more efficient than strcat */
857 strcpy(msgbuf+msgpos, buf);
858 msgpos += strlen(buf);
859 }
860 }
861 /* There are lots of maps that have empty messages (eg, msg/endmsg
862 * with nothing between). There is no reason in those cases to
863 * keep the empty message. Also, msgbuf contains garbage data
864 * when msgpos is zero, so copying it results in crashes
865 */
866 if (msgpos != 0)
867 m->msg = strdup_local(msgbuf);
868 }
869 else if (!strcmp(key,"maplore")) {
870 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
871 if (!strcmp(buf,"endmaplore\n")) break;
872 else {
873 /* slightly more efficient than strcat */
874 strcpy(maplorebuf+maplorepos, buf);
875 maplorepos += strlen(buf);
876 }
877 }
878 if (maplorepos != 0)
879 m->maplore = strdup_local(maplorebuf);
880 }
881 else if (!strcmp(key,"end")) {
882 break;
883 }
884 else if (value == NULL) {
885 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
886 }
887 else if (!strcmp(key, "arch")) {
888 /* This is an oddity, but not something we care about much. */
889 if (strcmp(value,"map\n"))
890 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
891 }
892 else if (!strcmp(key,"name")) {
893 *end=0;
894 m->name = strdup_local(value);
895 }
896 /* first strcmp value on these are old names supported
897 * for compatibility reasons. The new values (second) are
898 * what really should be used.
899 */
900 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
901 m->enter_x = atoi(value);
902 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
903 m->enter_y = atoi(value);
904 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
905 m->width = atoi(value);
906 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
907 m->height = atoi(value);
908 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
909 m->reset_timeout = atoi(value);
910 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
911 m->timeout = atoi(value);
912 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
913 m->difficulty = atoi(value);
914 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
915 m->darkness = atoi(value);
916 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
917 m->fixed_resettime = atoi(value);
918 } else if (!strcmp(key,"unique")) {
919 m->unique = atoi(value);
920 } else if (!strcmp(key,"template")) {
921 m->templatemap = atoi(value);
922 } else if (!strcmp(key,"region")) {
923 m->region = get_region_by_name(value);
924 } else if (!strcmp(key,"shopitems")) {
925 *end=0;
926 m->shopitems = parse_shop_string(value);
927 } else if (!strcmp(key,"shopgreed")) {
928 m->shopgreed = atof(value);
929 } else if (!strcmp(key,"shopmin")) {
930 m->shopmin = atol(value);
931 } else if (!strcmp(key,"shopmax")) {
932 m->shopmax = atol(value);
933 } else if (!strcmp(key,"shoprace")) {
934 *end=0;
935 m->shoprace = strdup_local(value);
936 } else if (!strcmp(key,"outdoor")) {
937 m->outdoor = atoi(value);
938 } else if (!strcmp(key, "temp")) {
939 m->temp = atoi(value);
940 } else if (!strcmp(key, "pressure")) {
941 m->pressure = atoi(value);
942 } else if (!strcmp(key, "humid")) {
943 m->humid = atoi(value);
944 } else if (!strcmp(key, "windspeed")) {
945 m->windspeed = atoi(value);
946 } else if (!strcmp(key, "winddir")) {
947 m->winddir = atoi(value);
948 } else if (!strcmp(key, "sky")) {
949 m->sky = atoi(value);
950 } else if (!strcmp(key, "nosmooth")) {
951 m->nosmooth = atoi(value);
952 } else if (!strcmp(key, "safe_map")) {
953 m->safe_map = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957
958 if (tile<1 || tile>4) {
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0;
1005}
1006
1007/*
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019mapstruct *load_original_map(const char *filename, int flags) {
1020 FILE *fp;
1021 mapstruct *m;
1022 int comp;
1023 char pathname[MAX_BUF];
1024
1025 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1026 if (flags & MAP_PLAYER_UNIQUE)
1027 strcpy(pathname, filename);
1028 else if (flags & MAP_OVERLAY)
1029 strcpy(pathname, create_overlay_pathname(filename));
1030 else
1031 strcpy(pathname, create_pathname(filename));
1032
1033 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1034 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1035 return (NULL);
1036 }
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049 m->compressed = comp;
1050
1051 m->in_memory=MAP_LOADING;
1052 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1053 close_and_delete(fp, comp);
1054 m->in_memory=MAP_IN_MEMORY;
1055 if (!MAP_DIFFICULTY(m))
1056 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057 set_map_reset_time(m);
1058 if (load_original_map_callback)
1059 load_original_map_callback(m);
1060 return (m);
1061}
1062
1063/*
1064 * Loads a map, which has been loaded earlier, from file.
1065 * Return the map object we load into (this can change from the passed
1066 * option if we can't find the original map)
1067 */
1068
1069static mapstruct *load_temporary_map(mapstruct *m) {
1070 FILE *fp;
1071 int comp;
1072 char buf[MAX_BUF];
1073
1074 if (!m->tmpname) {
1075 LOG(llevError, "No temporary filename for map %s\n", m->path);
1076 strcpy(buf, m->path);
1077 delete_map(m);
1078 m = load_original_map(buf, 0);
1079 if(m==NULL) return NULL;
1080 fix_auto_apply(m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1085 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1086 strcpy(buf, m->path);
1087 delete_map(m);
1088 m = load_original_map(buf, 0);
1089 if(m==NULL) return NULL;
1090 fix_auto_apply(m); /* Chests which open as default */
1091 return m;
1092 }
1093
1094
1095 if (load_map_header(fp, m)) {
1096 LOG(llevError,"Error loading map header for %s (%s)\n",
1097 m->path, m->tmpname);
1098 delete_map(m);
1099 m = load_original_map(m->path, 0);
1100 return NULL;
1101 }
1102 m->compressed = comp;
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, fp, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 if (load_temporary_map_callback)
1110 load_temporary_map_callback(m);
1111 return m;
1112}
1113
1114/*
1115 * Loads a map, which has been loaded earlier, from file.
1116 * Return the map object we load into (this can change from the passed
1117 * option if we can't find the original map)
1118 */
1119
1120mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1121 FILE *fp;
1122 int comp;
1123 char pathname[MAX_BUF];
1124
1125 strcpy(pathname, create_overlay_pathname(filename));
1126
1127 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1128/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1129 return m;
1130 }
1131
1132 if (load_map_header(fp, m)) {
1133 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1134 m->path, pathname);
1135 delete_map(m);
1136 m = load_original_map(m->path, 0);
1137 return NULL;
1138 }
1139 m->compressed = comp;
1140 /*allocate_map(m);*/
1141
1142 m->in_memory=MAP_LOADING;
1143 load_objects (m, fp, MAP_OVERLAY);
1144 close_and_delete(fp, comp);
1145 m->in_memory=MAP_IN_MEMORY;
1146 return m;
1147} 695}
1148 696
1149/****************************************************************************** 697/******************************************************************************
1150 * This is the start of unique map handling code 698 * This is the start of unique map handling code
1151 *****************************************************************************/ 699 *****************************************************************************/
1152 700
1153/* This goes through map 'm' and removed any unique items on the map. */ 701/* This goes through the maptile and removed any unique items on the map. */
1154static void delete_unique_items(mapstruct *m) 702void
703maptile::clear_unique_items ()
1155{ 704{
705 for (int i = 0; i < size (); ++i)
706 {
1156 int i,j,unique; 707 int unique = 0;
1157 object *op, *next; 708 for (object *op = spaces [i].bot; op; )
709 {
710 object *above = op->above;
1158 711
1159 for(i=0; i<MAP_WIDTH(m); i++)
1160 for(j=0; j<MAP_HEIGHT(m); j++) {
1161 unique=0;
1162 for (op=get_map_ob(m, i, j); op; op=next) {
1163 next = op->above;
1164 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1165 unique=1; 713 unique = 1;
714
1166 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1167 clean_object(op); 716 op->destroy ();
1168 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 717
1169 remove_button_link(op); 718 op = above;
1170 remove_ob(op); 719 }
1171 free_object(op);
1172 }
1173 } 720 }
1174 }
1175} 721}
1176 722
723bool
724maptile::_save_header (object_freezer &freezer)
725{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1177 728
1178/* 729 MAP_OUT2 (arch, "map");
1179 * Loads unique objects from file(s) into the map which is in memory
1180 * m is the map to load unique items into.
1181 */
1182static void load_unique_objects(mapstruct *m) {
1183 FILE *fp;
1184 int comp,count;
1185 char firstname[MAX_BUF];
1186 730
1187 for (count=0; count<10; count++) { 731 if (name) MAP_OUT (name);
1188 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 732 MAP_OUT (swap_time);
1189 if (!access(firstname, R_OK)) break; 733 MAP_OUT (reset_time);
1190 } 734 MAP_OUT (reset_timeout);
1191 /* If we get here, we did not find any map */ 735 MAP_OUT (fixed_resettime);
1192 if (count==10) return; 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
738 MAP_OUT (difficulty);
1193 739
1194 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 740 if (default_region) MAP_OUT2 (region, default_region->name);
1195 /* There is no expectation that every map will have unique items, but this
1196 * is debug output, so leave it in.
1197 */
1198 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1199 return;
1200 }
1201 741
1202 m->in_memory=MAP_LOADING; 742 if (shopitems)
1203 if (m->tmpname == NULL) /* if we have loaded unique items from */
1204 delete_unique_items(m); /* original map before, don't duplicate them */
1205 load_object(fp, NULL, LO_NOREAD,0);
1206 load_objects (m, fp, 0);
1207 close_and_delete(fp, comp);
1208 m->in_memory=MAP_IN_MEMORY;
1209}
1210
1211
1212/*
1213 * Saves a map to file. If flag is set, it is saved into the same
1214 * file it was (originally) loaded from. Otherwise a temporary
1215 * filename will be genarated, and the file will be stored there.
1216 * The temporary filename will be stored in the mapstructure.
1217 * If the map is unique, we also save to the filename in the map
1218 * (this should have been updated when first loaded)
1219 */
1220
1221int new_save_map(mapstruct *m, int flag) {
1222 FILE *fp, *fp2;
1223 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1224 int i;
1225 743 {
1226 if (flag && !*m->path) { 744 char shop[MAX_BUF];
1227 LOG(llevError,"Tried to save map without path.\n");
1228 return -1;
1229 }
1230
1231 if (flag || (m->unique) || (m->templatemap)) {
1232 if (!m->unique && !m->templatemap) { /* flag is set */
1233 if (flag == 2)
1234 strcpy(filename, create_overlay_pathname(m->path));
1235 else
1236 strcpy (filename, create_pathname (m->path));
1237 } else
1238 strcpy (filename, m->path);
1239
1240 /* If the compression suffix already exists on the filename, don't
1241 * put it on again. This nasty looking strcmp checks to see if the
1242 * compression suffix is at the end of the filename already.
1243 */
1244 if (m->compressed &&
1245 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1246 uncomp[m->compressed][0]))
1247 strcat(filename, uncomp[m->compressed][0]);
1248 make_path_to_file(filename);
1249 } else {
1250 if (!m->tmpname)
1251 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1252 strcpy(filename, m->tmpname);
1253 }
1254 LOG(llevDebug,"Saving map %s\n",m->path);
1255 m->in_memory = MAP_SAVING;
1256
1257 unlink (filename); // do not overwrite backups if done via hardlinks
1258
1259 /* Compress if it isn't a temporary save. Do compress if unique */
1260 if (m->compressed && (m->unique || m->templatemap || flag)) {
1261 char buf[MAX_BUF];
1262 strcpy(buf, uncomp[m->compressed][2]);
1263 strcat(buf, " > ");
1264 strcat(buf, filename);
1265 fp = popen(buf, "w");
1266 } else
1267 fp = fopen(filename, "w");
1268
1269 if(fp == NULL) {
1270 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1271 return -1;
1272 }
1273
1274 /* legacy */
1275 fprintf(fp,"arch map\n");
1276 if (m->name) fprintf(fp,"name %s\n", m->name);
1277 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1278 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1279 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1280 /* we unfortunately have no idea if this is a value the creator set
1281 * or a difficulty value we generated when the map was first loaded
1282 */
1283 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1284 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1285 if (m->shopitems) {
1286 print_shop_string(m, shop); 745 print_shop_string (this, shop);
1287 fprintf(fp,"shopitems %s\n", shop); 746 MAP_OUT2 (shopitems, shop);
1288 }
1289 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1290#ifndef WIN32
1291 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1293#else
1294 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1296#endif
1297 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1298 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1299 if (m->width) fprintf(fp,"width %d\n", m->width);
1300 if (m->height) fprintf(fp,"height %d\n", m->height);
1301 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1302 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1303 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1304 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1305 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1306 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1307 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1308 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1309 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1310 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1311 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1312 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1313 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1314 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1315 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1316
1317 /* Save any tiling information, except on overlays */
1318 if (flag != 2)
1319 for (i=0; i<4; i++)
1320 if (m->tile_path[i])
1321 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1322
1323 fprintf(fp,"end\n");
1324
1325 /* In the game save unique items in the different file, but
1326 * in the editor save them to the normal map file.
1327 * If unique map, save files in the proper destination (set by
1328 * player)
1329 */
1330 fp2 = fp; /* save unique items into fp2 */
1331 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1332 sprintf (buf,"%s.v00",create_items_path (m->path));
1333 if ((fp2 = fopen (buf, "w")) == NULL) {
1334 LOG(llevError, "Can't open unique items file %s\n", buf);
1335 }
1336 if (flag == 2)
1337 save_objects(m, fp, fp2, 2);
1338 else
1339 save_objects (m, fp, fp2, 0);
1340 if (fp2 != NULL) {
1341 if (ftell (fp2) == 0) {
1342 fclose (fp2);
1343 unlink (buf);
1344 } else {
1345 fclose (fp2);
1346 chmod (buf, SAVE_MODE);
1347 } 747 }
1348 }
1349 } else { /* save same file when not playing, like in editor */
1350 save_objects(m, fp, fp, 0);
1351 }
1352 748
1353 if (m->compressed && (m->unique || m->templatemap || flag)) 749 MAP_OUT (shopgreed);
1354 pclose(fp); 750 MAP_OUT (shopmin);
1355 else 751 MAP_OUT (shopmax);
1356 fclose(fp); 752 if (shoprace) MAP_OUT (shoprace);
753 MAP_OUT (darkness);
754 MAP_OUT (width);
755 MAP_OUT (height);
756 MAP_OUT (enter_x);
757 MAP_OUT (enter_y);
1357 758
1358 chmod (filename, SAVE_MODE); 759 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761
762 MAP_OUT (outdoor);
763 MAP_OUT (temp);
764 MAP_OUT (pressure);
765 MAP_OUT (humid);
766 MAP_OUT (windspeed);
767 MAP_OUT (winddir);
768 MAP_OUT (sky);
769
770 MAP_OUT (per_player);
771 MAP_OUT (per_party);
772
773 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
774 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
775 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
776 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
777
778 freezer.put (this);
779 freezer.put (KW_end);
780
781 return true;
782}
783
784bool
785maptile::_save_header (const char *path)
786{
787 object_freezer freezer;
788
789 if (!_save_header (freezer))
1359 return 0; 790 return false;
1360}
1361 791
1362 792 return freezer.save (path);
1363/*
1364 * Remove and free all objects in the inventory of the given object.
1365 * object.c ?
1366 */
1367
1368void clean_object(object *op)
1369{
1370 object *tmp, *next;
1371
1372 for(tmp = op->inv; tmp; tmp = next)
1373 {
1374 next = tmp->below;
1375 clean_object(tmp);
1376 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1377 remove_button_link(tmp);
1378 remove_ob(tmp);
1379 free_object(tmp);
1380 }
1381} 793}
1382 794
1383/* 795/*
1384 * Remove and free all objects in the given map. 796 * Remove and free all objects in the given map.
1385 */ 797 */
798void
799maptile::clear ()
800{
801 if (spaces)
802 {
803 for (mapspace *ms = spaces + size (); ms-- > spaces; )
804 while (object *op = ms->bot)
805 {
806 // manually remove, as to not trigger anything
807 if (ms->bot = op->above)
808 ms->bot->below = 0;
1386 809
1387void free_all_objects(mapstruct *m) { 810 op->flag [FLAG_REMOVED] = true;
1388 int i,j;
1389 object *op;
1390 811
1391 for(i=0;i<MAP_WIDTH(m);i++) 812 object *head = op->head_ ();
1392 for(j=0;j<MAP_HEIGHT(m);j++) { 813 if (op == head)
1393 object *previous_obj=NULL; 814 op->destroy ();
1394 while((op=GET_MAP_OB(m,i,j))!=NULL) { 815 else if (head->map != op->map)
1395 if (op==previous_obj) { 816 {
1396 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1397 break; 818 head->destroy ();
1398 } 819 }
1399 previous_obj=op; 820 }
1400 if(op->head!=NULL)
1401 op = op->head;
1402 821
1403 /* If the map isn't in memory, free_object will remove and 822 sfree0 (spaces, size ());
1404 * free objects in op's inventory. So let it do the job.
1405 */
1406 if (m->in_memory==MAP_IN_MEMORY)
1407 clean_object(op);
1408 remove_ob(op);
1409 free_object(op);
1410 } 823 }
1411 }
1412#ifdef MANY_CORES
1413 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1414 * an item on that map was not saved - look for that condition and die as appropriate -
1415 * this leaves more of the map data intact for better debugging.
1416 */
1417 for (op=objects; op!=NULL; op=op->next) {
1418 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1419 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1420 abort();
1421 }
1422 }
1423#endif
1424}
1425 824
1426/*
1427 * Frees everything allocated by the given mapstructure.
1428 * don't free tmpname - our caller is left to do that
1429 */
1430
1431void free_map(mapstruct *m,int flag) {
1432 int i;
1433
1434 if (!m->in_memory) {
1435 LOG(llevError,"Trying to free freed map.\n");
1436 return;
1437 }
1438 if (flag && m->spaces) free_all_objects(m);
1439 if (m->name) FREE_AND_CLEAR(m->name);
1440 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1441 if (m->msg) FREE_AND_CLEAR(m->msg);
1442 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1443 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1444 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1445 if (m->buttons) 825 if (buttons)
1446 free_objectlinkpt(m->buttons); 826 free_objectlinkpt (buttons), buttons = 0;
1447 m->buttons = NULL; 827
828 sfree0 (regions, size ());
829 delete [] regionmap; regionmap = 0;
830}
831
832void
833maptile::clear_header ()
834{
835 name = 0;
836 msg = 0;
837 maplore = 0;
838 shoprace = 0;
839 delete [] shopitems, shopitems = 0;
840
1448 for (i=0; i<4; i++) { 841 for (int i = 0; i < 4; i++)
1449 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 842 tile_path [i] = 0;
1450 m->tile_map[i] = NULL;
1451 }
1452 m->in_memory = MAP_SWAPPED;
1453} 843}
1454 844
1455/* 845maptile::~maptile ()
1456 * function: vanish mapstruct 846{
1457 * m : pointer to mapstruct, if NULL no action 847 assert (destroyed ());
1458 * this deletes all the data on the map (freeing pointers) 848}
1459 * and then removes this map from the global linked list of maps.
1460 */
1461 849
1462void delete_map(mapstruct *m) { 850void
1463 mapstruct *tmp, *last; 851maptile::clear_links_to (maptile *m)
1464 int i; 852{
1465
1466 if (!m)
1467 return;
1468 if (m->in_memory == MAP_IN_MEMORY) {
1469 /* change to MAP_SAVING, even though we are not,
1470 * so that remove_ob doesn't do as much work.
1471 */
1472 m->in_memory = MAP_SAVING;
1473 free_map (m, 1);
1474 }
1475 /* move this out of free_map, since tmpname can still be needed if
1476 * the map is swapped out.
1477 */
1478 if (m->tmpname) {
1479 free(m->tmpname);
1480 m->tmpname=NULL;
1481 }
1482 last = NULL;
1483 /* We need to look through all the maps and see if any maps 853 /* We need to look through all the maps and see if any maps
1484 * are pointing at this one for tiling information. Since 854 * are pointing at this one for tiling information. Since
1485 * tiling can be assymetric, we just can not look to see which 855 * tiling can be asymetric, we just can not look to see which
1486 * maps this map tiles with and clears those. 856 * maps this map tiles with and clears those.
1487 */ 857 */
1488 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1489 if (tmp->next == m) last = tmp;
1490
1491 /* This should hopefully get unrolled on a decent compiler */
1492 for (i=0; i<4; i++) 858 for (int i = 0; i < 4; i++)
1493 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 859 if (tile_map[i] == m)
1494 } 860 tile_map[i] = 0;
1495
1496 /* If last is null, then this should be the first map in the list */
1497 if (!last) {
1498 if (m == first_map)
1499 first_map = m->next;
1500 else
1501 /* m->path is a static char, so should hopefully still have
1502 * some useful data in it.
1503 */
1504 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1505 m->path);
1506 }
1507 else
1508 last->next = m->next;
1509
1510 free (m);
1511} 861}
1512 862
863void
864maptile::do_destroy ()
865{
866 attachable::do_destroy ();
1513 867
868 clear ();
869}
1514 870
1515/* 871/* decay and destroy perishable items in a map */
1516 * Makes sure the given map is loaded and swapped in. 872void
1517 * name is path name of the map. 873maptile::do_decay_objects ()
1518 * flags meaning: 874{
1519 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 875 if (!spaces)
1520 * and don't do unique items or the like.
1521 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1522 * dont do any more name translation on it.
1523 *
1524 * Returns a pointer to the given map.
1525 */
1526
1527mapstruct *ready_map_name(const char *name, int flags) {
1528 mapstruct *m;
1529
1530 if (!name)
1531 return (NULL);
1532
1533 /* Have we been at this level before? */
1534 m = has_been_loaded (name);
1535
1536 /* Map is good to go, so just return it */
1537 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1538 return m;
1539 }
1540
1541 /* unique maps always get loaded from their original location, and never
1542 * a temp location. Likewise, if map_flush is set, or we have never loaded
1543 * this map, load it now. I removed the reset checking from here -
1544 * it seems the probability of a player trying to enter a map that should
1545 * reset but hasn't yet is quite low, and removing that makes this function
1546 * a bit cleaner (and players probably shouldn't rely on exact timing for
1547 * resets in any case - if they really care, they should use the 'maps command.
1548 */
1549 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1550
1551 /* first visit or time to reset */
1552 if (m) {
1553 clean_tmp_map(m); /* Doesn't make much difference */
1554 delete_map(m);
1555 }
1556
1557 /* create and load a map */
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 LOG(llevDebug, "Trying to load map %s.\n", name);
1560 else
1561 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1562
1563 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1564 return (NULL);
1565
1566 fix_auto_apply(m); /* Chests which open as default */
1567
1568 /* If a player unique map, no extra unique object file to load.
1569 * if from the editor, likewise.
1570 */
1571 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1572 load_unique_objects(m);
1573
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1575 m=load_overlay_map(name, m);
1576 if (m==NULL)
1577 return NULL;
1578 }
1579
1580 } else {
1581 /* If in this loop, we found a temporary map, so load it up. */
1582
1583 m=load_temporary_map (m);
1584 if(m==NULL) return NULL;
1585 load_unique_objects(m);
1586
1587 clean_tmp_map(m);
1588 m->in_memory = MAP_IN_MEMORY;
1589 /* tempnam() on sun systems (probably others) uses malloc
1590 * to allocated space for the string. Free it here.
1591 * In some cases, load_temporary_map above won't find the
1592 * temporary map, and so has reloaded a new map. If that
1593 * is the case, tmpname is now null
1594 */
1595 if (m->tmpname) free(m->tmpname);
1596 m->tmpname = NULL;
1597 /* It's going to be saved anew anyway */
1598 }
1599
1600 /* Below here is stuff common to both first time loaded maps and
1601 * temp maps.
1602 */
1603
1604 decay_objects(m); /* start the decay */
1605 /* In case other objects press some buttons down */
1606 update_buttons(m);
1607 if (m->outdoor)
1608 set_darkness_map(m);
1609 /* run the weather over this map */
1610 weather_effect(name);
1611 return m; 876 return;
1612}
1613 877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
880 {
881 above = op->above;
882
883 bool destroy = 0;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887 break;
888
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
897 {
898 op->stats.dam--;
899 if (op->stats.dam < 0)
900 destroy = 1;
901 }
902 else if (op->is_armor ())
903 {
904 op->stats.ac--;
905 if (op->stats.ac < 0)
906 destroy = 1;
907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32))
929 destroy = 1;
930 }
931
932 /* adjust overall chance below */
933 if (destroy && rndm (0, 1))
934 op->destroy ();
935 }
936}
1614 937
1615/* 938/*
1616 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
1617 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
1618 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
1619 * 942 *
1620 * Difficulty can now be set by the map creature. If the value stored 943 * Difficulty can now be set by the map creator. If the value stored
1621 * in the map is zero, then use this routine. Maps should really 944 * in the map is zero, then use this routine. Maps should really
1622 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
1623 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
1624 */ 947 */
1625 948int
1626int calculate_difficulty(mapstruct *m) { 949maptile::estimate_difficulty () const
1627 object *op; 950{
1628 archetype *at;
1629 int x, y, i, diff;
1630 long monster_cnt = 0; 951 long monster_cnt = 0;
1631 double avgexp = 0; 952 double avgexp = 0;
1632 sint64 total_exp = 0; 953 sint64 total_exp = 0;
1633 954
1634 if (MAP_DIFFICULTY (m)) 955 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1635 { 956 for (object *op = ms->bot; op; op = op->above)
1636 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1637 return MAP_DIFFICULTY (m);
1638 }
1639
1640 for(x = 0; x < MAP_WIDTH(m); x++)
1641 for(y = 0; y < MAP_HEIGHT(m); y++)
1642 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1643 { 957 {
1644 if(QUERY_FLAG (op, FLAG_MONSTER)) 958 if (QUERY_FLAG (op, FLAG_MONSTER))
1645 { 959 {
1646 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
1647 monster_cnt++; 961 monster_cnt++;
1648 } 962 }
1649 963
1650 if(QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
1651 { 965 {
1652 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
1653 at = type_to_archetype(GENERATE_TYPE (op));
1654 967
1655 if(at != NULL) 968 if (archetype *at = op->other_arch)
969 {
1656 total_exp += at->clone.stats.exp * 8; 970 total_exp += at->stats.exp * 8;
1657
1658 monster_cnt++; 971 monster_cnt++;
1659 } 972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
1660 } 979 }
980 }
1661 981
1662 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
1663 983
1664 for (i = 1; i <= settings.max_level; i++) 984 for (int i = 1; i <= settings.max_level; i++)
1665 {
1666 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 985 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1667 {
1668 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1669 return i; 986 return i;
1670 }
1671 }
1672 987
1673 return 1; 988 return 1;
1674}
1675
1676void clean_tmp_map(mapstruct *m) {
1677 if(m->tmpname == NULL)
1678 return;
1679 if (clean_temporary_map_callback)
1680 clean_temporary_map_callback (m);
1681 (void) unlink(m->tmpname);
1682}
1683
1684void free_all_maps(void)
1685{
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697} 989}
1698 990
1699/* change_map_light() - used to change map light level (darkness) 991/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 992 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 993 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 994 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 995 * to maps than los.
1704 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1705 */ 997 */
1706 998int
1707int change_map_light(mapstruct *m, int change) { 999maptile::change_map_light (int change)
1708 int new_level = m->darkness + change; 1000{
1709
1710 /* Nothing to do */ 1001 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1002 if (!change)
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0; 1003 return 0;
1714 }
1715 1004
1716 /* inform all players on the map */ 1005 /* inform all players on the map */
1717 if (change>0) 1006 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1008 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1010
1722 /* Do extra checking. since m->darkness is a unsigned value, 1011 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1723 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change
1725 * is not +/-1
1726 */
1727 if (new_level < 0) m->darkness = 0;
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1729 else m->darkness=new_level;
1730 1012
1731 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1014 update_all_map_los (this);
1015
1733 return 1; 1016 return 1;
1734} 1017}
1735
1736 1018
1737/* 1019/*
1738 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1021 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1022 * has a living creatures, prevents people from passing
1741 * through, etc) 1023 * through, etc)
1742 */ 1024 */
1743void update_position (mapstruct *m, int x, int y) { 1025void
1744 object *tmp, *last = NULL; 1026mapspace::update_ ()
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1027{
1746 New_Face *top,*floor, *middle; 1028 object *last = 0;
1747 object *top_obj, *floor_obj, *middle_obj; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1032
1750 oldflags = GET_MAP_FLAGS(m,x,y); 1033 //object *middle = 0;
1751 if (!(oldflags & P_NEED_UPDATE)) { 1034 //object *top = 0;
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1035 //object *floor = 0;
1753 m->path, x, y); 1036 // this seems to generate better code than using locals, above
1754 return; 1037 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0;
1040
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1755 } 1042 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius;
1756 1045
1757 middle=blank_face;
1758 top=blank_face;
1759 floor=blank_face;
1760
1761 middle_obj = NULL;
1762 top_obj = NULL;
1763 floor_obj = NULL;
1764
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1766
1767 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?)
1771 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius;
1773
1774 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1050 * functions the move_player calls eventualy call this.
1779 * 1051 *
1780 * Always put the player down for drawing. 1052 * Always put the player down for drawing.
1781 */ 1053 */
1782 if (!tmp->invisible) { 1054 if (!tmp->invisible)
1055 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1057 top = tmp;
1785 top_obj = tmp;
1786 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1059 {
1788 /* If we got a floor, that means middle and top were below it, 1060 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1061 * so should not be visible, so we clear them.
1790 */ 1062 */
1791 middle=blank_face; 1063 middle = 0;
1792 top=blank_face; 1064 top = 0;
1793 floor = tmp->face; 1065 floor = tmp;
1794 floor_obj = tmp; 1066 }
1795 }
1796 /* Flag anywhere have high priority */ 1067 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1069 {
1070 middle = tmp;
1071 anywhere = 1;
1072 }
1799 1073
1800 middle_obj = tmp;
1801 anywhere =1;
1802 }
1803 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1805 * top 1076 * top
1806 */ 1077 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1808 middle = tmp->face; 1079 middle = tmp;
1809 middle_obj = tmp; 1080 }
1810 } 1081
1811 }
1812 if (tmp==tmp->above) { 1082 if (tmp == tmp->above)
1083 {
1813 LOG(llevError, "Error in structure of map\n"); 1084 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1085 exit (-1);
1815 }
1816 1086 }
1087
1817 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1822 1093
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829
1830 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1831 flags |= P_BLOCKSVIEW;
1832 } /* for stack of objects */
1833
1834 /* we don't want to rely on this function to have accurate flags, but
1835 * since we're already doing the work, we calculate them here.
1836 * if they don't match, logic is broken someplace.
1837 */
1838 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1839 (!(oldflags & P_NO_ERROR))) {
1840 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1841 m->path, x, y,
1842 (oldflags & ~P_NEED_UPDATE), flags);
1843 } 1100 }
1844 SET_MAP_FLAGS(m, x, y, flags);
1845 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1846 SET_MAP_MOVE_ON(m, x, y, move_on);
1847 SET_MAP_MOVE_OFF(m, x, y, move_off);
1848 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1849 1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on;
1106 this->move_off = move_off;
1107 this->move_slow = move_slow;
1108
1850 /* At this point, we have a floor face (if there is a floor), 1109 /* At this point, we have a floor face (if there is a floor),
1851 * and the floor is set - we are not going to touch it at 1110 * and the floor is set - we are not going to touch it at
1852 * this point. 1111 * this point.
1853 * middle contains the highest visibility face. 1112 * middle contains the highest visibility face.
1854 * top contains a player/monster face, if there is one. 1113 * top contains a player/monster face, if there is one.
1855 * 1114 *
1856 * We now need to fill in top.face and/or middle.face. 1115 * We now need to fill in top.face and/or middle.face.
1857 */ 1116 */
1858 1117
1859 /* If the top face also happens to be high visibility, re-do our 1118 /* If the top face also happens to be high visibility, re-do our
1860 * middle face. This should not happen, as we already have the 1119 * middle face. This should not happen, as we already have the
1861 * else statement above so middle should not get set. OTOH, it 1120 * else statement above so middle should not get set. OTOH, it
1862 * may be possible for the faces to match but be different objects. 1121 * may be possible for the faces to match but be different objects.
1863 */ 1122 */
1864 if (top == middle) middle=blank_face; 1123 if (top == middle)
1124 middle = 0;
1865 1125
1866 /* There are three posibilities at this point: 1126 /* There are three posibilities at this point:
1867 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1868 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1869 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1870 */ 1130 */
1871 1131
1872 for (tmp=last; tmp; tmp=tmp->below) { 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1133 {
1873 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1874 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1136 break;
1875 1137
1876 /* If two top faces are already set, quit processing */ 1138 /* If two top faces are already set, quit processing */
1877 if ((top != blank_face) && (middle != blank_face)) break; 1139 if (top && middle)
1140 break;
1878 1141
1879 /* Only show visible faces, unless its the editor - show all */ 1142 /* Only show visible faces */
1880 if (!tmp->invisible || editor) { 1143 if (!tmp->invisible)
1144 {
1881 /* Fill in top if needed */ 1145 /* Fill in top if needed */
1882 if (top == blank_face) { 1146 if (!top)
1883 top = tmp->face; 1147 {
1884 top_obj = tmp; 1148 top = tmp;
1885 if (top == middle) middle=blank_face; 1149 if (top == middle)
1886 } else { 1150 middle = 0;
1151 }
1152 else
1153 {
1887 /* top is already set - we should only get here if 1154 /* top is already set - we should only get here if
1888 * middle is not set 1155 * middle is not set
1889 * 1156 *
1890 * Set the middle face and break out, since there is nothing 1157 * Set the middle face and break out, since there is nothing
1891 * more to fill in. We don't check visiblity here, since 1158 * more to fill in. We don't check visiblity here, since
1892 * 1159 *
1893 */ 1160 */
1894 if (tmp->face != top ) { 1161 if (tmp != top)
1895 middle = tmp->face; 1162 {
1896 middle_obj = tmp; 1163 middle = tmp;
1897 break; 1164 break;
1898 } 1165 }
1166 }
1167 }
1899 } 1168 }
1900 } 1169
1170 if (middle == floor)
1171 middle = 0;
1172
1173 if (top == middle)
1174 middle = 0;
1175
1176#if 0
1177 faces_obj [0] = top;
1178 faces_obj [1] = middle;
1179 faces_obj [2] = floor;
1180#endif
1181}
1182
1183uint64
1184mapspace::volume () const
1185{
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192}
1193
1194maptile *
1195maptile::tile_available (int dir, bool load)
1196{
1197 if (tile_path[dir])
1901 } 1198 {
1902 if (middle == floor) middle = blank_face; 1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1903 if (top == middle) middle = blank_face; 1200 return tile_map[dir];
1904 SET_MAP_FACE(m,x,y,top,0);
1905 if(top != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1909 SET_MAP_FACE(m,x,y,middle,1);
1910 if(middle != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1914 SET_MAP_FACE(m,x,y,floor,2);
1915 if(floor != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1919 SET_MAP_LIGHT(m,x,y,light);
1920}
1921 1201
1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir];
1204 }
1922 1205
1923void set_map_reset_time(mapstruct *map) { 1206 return 0;
1924 int timeout;
1925
1926 timeout = MAP_RESET_TIMEOUT(map);
1927 if (timeout <= 0)
1928 timeout = MAP_DEFAULTRESET;
1929 if (timeout >= MAP_MAXRESET)
1930 timeout = MAP_MAXRESET;
1931 MAP_WHEN_RESET(map) = seconds()+timeout;
1932}
1933
1934/* this updates the orig_map->tile_map[tile_num] value after loading
1935 * the map. It also takes care of linking back the freshly loaded
1936 * maps tile_map values if it tiles back to this one. It returns
1937 * the value of orig_map->tile_map[tile_num]. It really only does this
1938 * so that it is easier for calling functions to verify success.
1939 */
1940
1941static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1942{
1943 int dest_tile = (tile_num +2) % 4;
1944 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1945
1946 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1947
1948 /* need to do a strcmp here as the orig_map->path is not a shared string */
1949 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1950 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1951 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1952
1953 return orig_map->tile_map[tile_num];
1954} 1207}
1955 1208
1956/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1957 * map m. This function also takes into account any 1210 * map m. This function also takes into account any
1958 * tiling considerations, loading adjacant maps as needed. 1211 * tiling considerations, loading adjacant maps as needed.
1959 * This is the function should always be used when it 1212 * This is the function should always be used when it
1960 * necessary to check for valid coordinates. 1213 * necessary to check for valid coordinates.
1961 * This function will recursively call itself for the 1214 * This function will recursively call itself for the
1962 * tiled maps. 1215 * tiled maps.
1963 * 1216 */
1964 * 1217int
1965 */
1966int out_of_map(mapstruct *m, int x, int y) 1218out_of_map (maptile *m, int x, int y)
1967{ 1219{
1968
1969 /* If we get passed a null map, this is obviously the 1220 /* If we get passed a null map, this is obviously the
1970 * case. This generally shouldn't happen, but if the 1221 * case. This generally shouldn't happen, but if the
1971 * map loads fail below, it could happen. 1222 * map loads fail below, it could happen.
1972 */ 1223 */
1973 if (!m) return 0; 1224 if (!m)
1974
1975 if (x<0) {
1976 if (!m->tile_path[3]) return 1;
1977 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 3);
1979 }
1980 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1981 }
1982 if (x>=MAP_WIDTH(m)) {
1983 if (!m->tile_path[1]) return 1;
1984 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 1);
1986 }
1987 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1988 }
1989 if (y<0) {
1990 if (!m->tile_path[0]) return 1;
1991 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 0);
1993 }
1994 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1995 }
1996 if (y>=MAP_HEIGHT(m)) {
1997 if (!m->tile_path[2]) return 1;
1998 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1999 load_and_link_tiled_map(m, 2);
2000 }
2001 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2002 }
2003
2004 /* Simple case - coordinates are within this local
2005 * map.
2006 */
2007 return 0; 1225 return 0;
1226
1227 if (x < 0)
1228 {
1229 if (!m->tile_available (3))
1230 return 1;
1231
1232 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1233 }
1234
1235 if (x >= m->width)
1236 {
1237 if (!m->tile_available (1))
1238 return 1;
1239
1240 return out_of_map (m->tile_map[1], x - m->width, y);
1241 }
1242
1243 if (y < 0)
1244 {
1245 if (!m->tile_available (0))
1246 return 1;
1247
1248 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1249 }
1250
1251 if (y >= m->height)
1252 {
1253 if (!m->tile_available (2))
1254 return 1;
1255
1256 return out_of_map (m->tile_map[2], x, y - m->height);
1257 }
1258
1259 /* Simple case - coordinates are within this local
1260 * map.
1261 */
1262 return 0;
2008} 1263}
2009 1264
2010/* This is basically the same as out_of_map above, but 1265/* This is basically the same as out_of_map above, but
2011 * instead we return NULL if no map is valid (coordinates 1266 * instead we return NULL if no map is valid (coordinates
2012 * out of bounds and no tiled map), otherwise it returns 1267 * out of bounds and no tiled map), otherwise it returns
2013 * the map as that the coordinates are really on, and 1268 * the map as that the coordinates are really on, and
2014 * updates x and y to be the localized coordinates. 1269 * updates x and y to be the localised coordinates.
2015 * Using this is more efficient of calling out_of_map 1270 * Using this is more efficient of calling out_of_map
2016 * and then figuring out what the real map is 1271 * and then figuring out what the real map is
2017 */ 1272 */
2018mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1273maptile *
1274maptile::xy_find (sint16 &x, sint16 &y)
2019{ 1275{
2020 1276 if (x < 0)
2021 if (*x<0) {
2022 if (!m->tile_path[3]) return NULL;
2023 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2024 load_and_link_tiled_map(m, 3);
2025
2026 *x += MAP_WIDTH(m->tile_map[3]);
2027 return (get_map_from_coord(m->tile_map[3], x, y));
2028 } 1277 {
2029 if (*x>=MAP_WIDTH(m)) { 1278 if (!tile_available (3))
2030 if (!m->tile_path[1]) return NULL; 1279 return 0;
2031 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2032 load_and_link_tiled_map(m, 1);
2033 1280
2034 *x -= MAP_WIDTH(m); 1281 x += tile_map[3]->width;
2035 return (get_map_from_coord(m->tile_map[1], x, y)); 1282 return tile_map[3]->xy_find (x, y);
1283 }
1284
1285 if (x >= width)
2036 } 1286 {
2037 if (*y<0) { 1287 if (!tile_available (1))
2038 if (!m->tile_path[0]) return NULL; 1288 return 0;
2039 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2040 load_and_link_tiled_map(m, 0);
2041 1289
2042 *y += MAP_HEIGHT(m->tile_map[0]); 1290 x -= width;
2043 return (get_map_from_coord(m->tile_map[0], x, y)); 1291 return tile_map[1]->xy_find (x, y);
1292 }
1293
1294 if (y < 0)
2044 } 1295 {
2045 if (*y>=MAP_HEIGHT(m)) { 1296 if (!tile_available (0))
2046 if (!m->tile_path[2]) return NULL; 1297 return 0;
2047 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map(m, 2);
2049 1298
2050 *y -= MAP_HEIGHT(m); 1299 y += tile_map[0]->height;
2051 return (get_map_from_coord(m->tile_map[2], x, y)); 1300 return tile_map[0]->xy_find (x, y);
1301 }
1302
1303 if (y >= height)
2052 } 1304 {
1305 if (!tile_available (2))
1306 return 0;
2053 1307
1308 y -= height;
1309 return tile_map[2]->xy_find (x, y);
1310 }
1311
2054 /* Simple case - coordinates are within this local 1312 /* Simple case - coordinates are within this local
2055 * map. 1313 * map.
2056 */ 1314 */
2057 1315 return this;
2058 return m;
2059} 1316}
2060 1317
2061/** 1318/**
2062 * Return whether map2 is adjacent to map1. If so, store the distance from 1319 * Return whether map2 is adjacent to map1. If so, store the distance from
2063 * map1 to map2 in dx/dy. 1320 * map1 to map2 in dx/dy.
2064 */ 1321 */
1322int
2065static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1324{
2066 if (!map1 || !map2) 1325 if (!map1 || !map2)
2067 return 0; 1326 return 0;
2068 1327
1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1329 //fix: compare paths instead (this is likely faster, too!)
2069 if (map1 == map2) { 1330 if (map1 == map2)
1331 {
2070 *dx = 0; 1332 *dx = 0;
2071 *dy = 0; 1333 *dy = 0;
2072 1334 }
2073 } else if (map1->tile_map[0] == map2) { /* up */ 1335 else if (map1->tile_map[0] == map2)
1336 { /* up */
2074 *dx = 0; 1337 *dx = 0;
2075 *dy = -MAP_HEIGHT(map2); 1338 *dy = -map2->height;
1339 }
2076 } else if (map1->tile_map[1] == map2) { /* right */ 1340 else if (map1->tile_map[1] == map2)
2077 *dx = MAP_WIDTH(map1); 1341 { /* right */
1342 *dx = map1->width;
2078 *dy = 0; 1343 *dy = 0;
1344 }
2079 } else if (map1->tile_map[2] == map2) { /* down */ 1345 else if (map1->tile_map[2] == map2)
1346 { /* down */
2080 *dx = 0; 1347 *dx = 0;
2081 *dy = MAP_HEIGHT(map1); 1348 *dy = map1->height;
1349 }
2082 } else if (map1->tile_map[3] == map2) { /* left */ 1350 else if (map1->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1351 { /* left */
1352 *dx = -map2->width;
2084 *dy = 0; 1353 *dy = 0;
2085 1354 }
2086 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1355 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1356 { /* up right */
2087 *dx = MAP_WIDTH(map1->tile_map[0]); 1357 *dx = map1->tile_map[0]->width;
2088 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1358 *dy = -map1->tile_map[0]->height;
1359 }
2089 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1360 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1361 { /* up left */
2091 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1362 *dx = -map2->width;
1363 *dy = -map1->tile_map[0]->height;
1364 }
2092 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1365 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2093 *dx = MAP_WIDTH(map1); 1366 { /* right up */
2094 *dy = -MAP_HEIGHT(map2); 1367 *dx = map1->width;
1368 *dy = -map2->height;
1369 }
2095 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1370 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2096 *dx = MAP_WIDTH(map1); 1371 { /* right down */
2097 *dy = MAP_HEIGHT(map1->tile_map[1]); 1372 *dx = map1->width;
1373 *dy = map1->tile_map[1]->height;
1374 }
2098 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1375 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1376 { /* down right */
2099 *dx = MAP_WIDTH(map1->tile_map[2]); 1377 *dx = map1->tile_map[2]->width;
2100 *dy = MAP_HEIGHT(map1); 1378 *dy = map1->height;
1379 }
2101 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1380 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2102 *dx = -MAP_WIDTH(map2); 1381 { /* down left */
2103 *dy = MAP_HEIGHT(map1); 1382 *dx = -map2->width;
1383 *dy = map1->height;
1384 }
2104 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1385 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1386 { /* left up */
2105 *dx = -MAP_WIDTH(map1->tile_map[3]); 1387 *dx = -map1->tile_map[3]->width;
2106 *dy = -MAP_HEIGHT(map2); 1388 *dy = -map2->height;
1389 }
2107 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1390 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1391 { /* left down */
2108 *dx = -MAP_WIDTH(map1->tile_map[3]); 1392 *dx = -map1->tile_map[3]->width;
2109 *dy = MAP_HEIGHT(map1->tile_map[3]); 1393 *dy = map1->tile_map[3]->height;
2110
2111 } else { /* not "adjacent" enough */
2112 return 0;
2113 } 1394 }
2114 1395 else
2115 return 1; 1396 return 0;
1397
1398 return 1;
1399}
1400
1401maptile *
1402maptile::xy_load (sint16 &x, sint16 &y)
1403{
1404 maptile *map = xy_find (x, y);
1405
1406 if (map)
1407 map->load_sync ();
1408
1409 return map;
1410}
1411
1412maptile *
1413get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1414{
1415 return m->xy_load (*x, *y);
2116} 1416}
2117 1417
2118/* From map.c 1418/* From map.c
2119 * This is used by get_player to determine where the other 1419 * This is used by get_player to determine where the other
2120 * creature is. get_rangevector takes into account map tiling, 1420 * creature is. get_rangevector takes into account map tiling,
2121 * so you just can not look the the map coordinates and get the 1421 * so you just can not look the the map coordinates and get the
2122 * righte value. distance_x/y are distance away, which 1422 * righte value. distance_x/y are distance away, which
2123 * can be negativbe. direction is the crossfire direction scheme 1423 * can be negative. direction is the crossfire direction scheme
2124 * that the creature should head. part is the part of the 1424 * that the creature should head. part is the part of the
2125 * monster that is closest. 1425 * monster that is closest.
2126 * 1426 *
2127 * get_rangevector looks at op1 and op2, and fills in the 1427 * get_rangevector looks at op1 and op2, and fills in the
2128 * structure for op1 to get to op2. 1428 * structure for op1 to get to op2.
2133 * be unexpected 1433 * be unexpected
2134 * 1434 *
2135 * currently, the only flag supported (0x1) is don't translate for 1435 * currently, the only flag supported (0x1) is don't translate for
2136 * closest body part of 'op1' 1436 * closest body part of 'op1'
2137 */ 1437 */
2138 1438void
2139void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1439get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1440{
2140 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1441 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1442 {
2141 /* be conservative and fill in _some_ data */ 1443 /* be conservative and fill in _some_ data */
2142 retval->distance = 100000; 1444 retval->distance = 10000;
2143 retval->distance_x = 32767; 1445 retval->distance_x = 10000;
2144 retval->distance_y = 32767; 1446 retval->distance_y = 10000;
2145 retval->direction = 0; 1447 retval->direction = 0;
2146 retval->part = 0; 1448 retval->part = 0;
2147 } else { 1449 }
1450 else
1451 {
2148 object *best; 1452 object *best;
2149 1453
2150 retval->distance_x += op2->x-op1->x; 1454 retval->distance_x += op2->x - op1->x;
2151 retval->distance_y += op2->y-op1->y; 1455 retval->distance_y += op2->y - op1->y;
2152 1456
2153 best = op1; 1457 best = op1;
2154 /* If this is multipart, find the closest part now */ 1458 /* If this is multipart, find the closest part now */
2155 if (!(flags&0x1) && op1->more) { 1459 if (!(flags & 0x1) && op1->more)
2156 object *tmp; 1460 {
2157 int best_distance = retval->distance_x*retval->distance_x+ 1461 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2158 retval->distance_y*retval->distance_y, tmpi;
2159 1462
2160 /* we just take the offset of the piece to head to figure 1463 /* we just take the offset of the piece to head to figure
2161 * distance instead of doing all that work above again 1464 * distance instead of doing all that work above again
2162 * since the distance fields we set above are positive in the 1465 * since the distance fields we set above are positive in the
2163 * same axis as is used for multipart objects, the simply arithmetic 1466 * same axis as is used for multipart objects, the simply arithmetic
2164 * below works. 1467 * below works.
2165 */ 1468 */
2166 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1469 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1470 {
2167 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1471 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2168 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2169 if (tmpi < best_distance) { 1473 if (tmpi < best_distance)
1474 {
2170 best_distance = tmpi; 1475 best_distance = tmpi;
2171 best = tmp; 1476 best = tmp;
2172 } 1477 }
2173 } 1478 }
1479
2174 if (best != op1) { 1480 if (best != op1)
1481 {
2175 retval->distance_x += op1->x-best->x; 1482 retval->distance_x += op1->x - best->x;
2176 retval->distance_y += op1->y-best->y; 1483 retval->distance_y += op1->y - best->y;
2177 } 1484 }
2178 } 1485 }
1486
2179 retval->part = best; 1487 retval->part = best;
2180 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1488 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2181 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2182 } 1490 }
2183} 1491}
2184 1492
2185/* this is basically the same as get_rangevector above, but instead of 1493/* this is basically the same as get_rangevector above, but instead of
2186 * the first parameter being an object, it instead is the map 1494 * the first parameter being an object, it instead is the map
2190 * flags has no meaning for this function at this time - I kept it in to 1498 * flags has no meaning for this function at this time - I kept it in to
2191 * be more consistant with the above function and also in case they are needed 1499 * be more consistant with the above function and also in case they are needed
2192 * for something in the future. Also, since no object is pasted, the best 1500 * for something in the future. Also, since no object is pasted, the best
2193 * field of the rv_vector is set to NULL. 1501 * field of the rv_vector is set to NULL.
2194 */ 1502 */
2195 1503void
2196void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1504get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1505{
2197 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1506 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1507 {
2198 /* be conservative and fill in _some_ data */ 1508 /* be conservative and fill in _some_ data */
2199 retval->distance = 100000; 1509 retval->distance = 100000;
2200 retval->distance_x = 32767; 1510 retval->distance_x = 32767;
2201 retval->distance_y = 32767; 1511 retval->distance_y = 32767;
2202 retval->direction = 0; 1512 retval->direction = 0;
2203 retval->part = 0; 1513 retval->part = 0;
2204 } else { 1514 }
1515 else
1516 {
2205 retval->distance_x += op2->x-x; 1517 retval->distance_x += op2->x - x;
2206 retval->distance_y += op2->y-y; 1518 retval->distance_y += op2->y - y;
2207 1519
2208 retval->part = NULL; 1520 retval->part = 0;
2209 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2210 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2211 } 1523 }
2212} 1524}
2213 1525
2214/* Returns true of op1 and op2 are effectively on the same map 1526/* Returns true of op1 and op2 are effectively on the same map
2215 * (as related to map tiling). Note that this looks for a path from 1527 * (as related to map tiling). Note that this looks for a path from
2216 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1528 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2217 * to op1, this will still return false. 1529 * to op1, this will still return false.
2218 * Note we only look one map out to keep the processing simple 1530 * Note we only look one map out to keep the processing simple
2219 * and efficient. This could probably be a macro. 1531 * and efficient. This could probably be a macro.
2220 * MSW 2001-08-05 1532 * MSW 2001-08-05
2221 */ 1533 */
1534int
2222int on_same_map(const object *op1, const object *op2) { 1535on_same_map (const object *op1, const object *op2)
1536{
2223 int dx, dy; 1537 int dx, dy;
2224 1538
2225 return adjacent_map(op1->map, op2->map, &dx, &dy); 1539 return adjacent_map (op1->map, op2->map, &dx, &dy);
2226} 1540}
1541
1542object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546}
1547
1548region *
1549maptile::region (int x, int y) const
1550{
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561}
1562
1563/* picks a random object from a style map.
1564 */
1565object *
1566maptile::pick_random_object (rand_gen &gen) const
1567{
1568 /* while returning a null object will result in a crash, that
1569 * is actually preferable to an infinite loop. That is because
1570 * most servers will automatically restart in case of crash.
1571 * Change the logic on getting the random space - shouldn't make
1572 * any difference, but this seems clearer to me.
1573 */
1574 for (int i = 1000; --i;)
1575 {
1576 object *pick = at (gen (width), gen (height)).bot;
1577
1578 // do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ())
1580 return pick->head_ ();
1581 }
1582
1583 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug");
1585}
1586
1587void
1588maptile::play_sound (faceidx sound, int x, int y) const
1589{
1590 if (!sound)
1591 return;
1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1609 for_all_players (pl)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->ob->x;
1613 int dy = y - pl->ob->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 }
1620}
1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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