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Comparing deliantra/server/common/map.C (file contents):
Revision 1.28 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.200 by root, Fri May 7 19:46:18 2010 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.28 2006/09/08 18:26:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */
37 26
27#include "global.h"
38#include "path.h" 28#include "path.h"
39 29
30//+GPL
40 31
41extern int nrofallocobjects,nroffreeobjects; 32sint8 maptile::outdoor_darkness;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 33
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 39 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 40 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
244 */ 43 */
44int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 46{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 47 sint16 newx = x;
253 newy = y; 48 sint16 newy = y;
49
254 mp = get_map_from_coord(oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 51
256 retval |= P_NEW_MAP; 52 if (!mp)
53 return P_OUT_OF_MAP;
54
257 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 56 if (nx) *nx = newx;
259 if (ny) *ny = newy; 57 if (ny) *ny = newy;
260 58
261 retval |= mp->spaces[newx + mp->width * newy].flags; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
262
263 return retval;
264} 60}
265
266 61
267/* 62/*
268 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
270 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
274 * monster. 69 * monster.
275 * m, x, y are the target map/coordinates - needed for map tiling. 70 * m, x, y are the target map/coordinates - needed for map tiling.
276 * the coordinates & map passed in should have been updated for tiling 71 * the coordinates & map passed in should have been updated for tiling
277 * by the caller. 72 * by the caller.
278 */ 73 */
279 74int
280int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 75blocked_link (object *ob, maptile *m, int sx, int sy)
281 object *tmp; 76{
282 int mflags, blocked;
283
284 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
285 * have already checked this. 78 * have already checked this.
286 */ 79 */
287 if (OUT_OF_REAL_MAP(m, sx, sy)) { 80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 {
288 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
289 return 1; 83 return 1;
290 } 84 }
291 85
292 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
293 * directly.
294 */
295 mflags = m->spaces[sx + m->width * sy].flags;
296 87
297 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
298 90
299 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
300 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
301 * things we need to do for players. 93 * things we need to do for players.
302 */ 94 */
303 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 return 0;
304 97
305 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
306 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
307 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
308 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
309 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
310 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
311 */ 104 */
312 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
106 return 0;
313 107
314 if(ob->head != NULL) 108 ob = ob->head_ ();
315 ob=ob->head;
316 109
317 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
318 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
319 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
321 */ 114 */
322 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
116 {
117 if (OB_MOVE_BLOCK (ob, tmp))
118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
323 124
324 /* This must be before the checks below. Code for inventory checkers. */ 125 if (tmp->type == CHECK_INV)
325 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
326 /* If last_sp is set, the player/monster needs an object,
327 * so we check for it. If they don't have it, they can't
328 * pass through this space.
329 */ 126 {
330 if (tmp->last_sp) { 127 bool have = check_inv_recursive (ob, tmp);
331 if (check_inv_recursive(ob,tmp)==NULL) 128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
332 return 1; 131 return 1;
333 else
334 continue;
335 } else {
336 /* In this case, the player must not have the object -
337 * if they do, they can't pass through.
338 */
339 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
340 return 1;
341 else
342 continue;
343 } 132 }
344 } /* if check_inv */ 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
142 }
143 else
144 return 1; // unconditional block
145
345 else { 146 } else {
346 /* Broke apart a big nasty if into several here to make 147 // space does not block the ob, directly, but
347 * this more readable. first check - if the space blocks 148 // anything alive that is not a door still
348 * movement, can't move here. 149 // blocks anything
349 * second - if a monster, can't move there, unles it is a 150
350 * hidden dm 151 if (tmp->flag [FLAG_ALIVE]
351 */ 152 && tmp->type != DOOR
352 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
353 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
354 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
355 return 1; 154 return 1;
356 } 155 }
357
358 } 156 }
157
359 return 0; 158 return 0;
360} 159}
361
362 160
363/* 161/*
364 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
365 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
366 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
367 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
368 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
369 * 167 *
370 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
371 * 169 *
372 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
373 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
384 * 182 *
385 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
386 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
387 * against the move_block values. 185 * against the move_block values.
388 */ 186 */
389 187bool
390int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 188object::blocked (maptile *m, int x, int y) const
391 archetype *tmp; 189{
392 int flag; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
393 mapstruct *m1;
394 sint16 sx, sy;
395
396 if(ob==NULL) {
397 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
398 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
399
400 /* don't have object, so don't know what types would block */
401 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
402 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
403 193
404 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 194 if (!pos.normalise ())
405 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 195 return 1;
406 196
407 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 197 mapspace &ms = *pos;
408 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
409 198
410 /* find_first_free_spot() calls this function. However, often 199 if (ms.flags () & P_IS_ALIVE)
411 * ob doesn't have any move type (when used to place exits) 200 return 1;
201
202 /* However, often ob doesn't have any move type
203 * (signifying non-moving objects)
412 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
413 */ 205 */
206 if (!move_type && ms.move_block != MOVE_ALL)
207 continue;
414 208
415 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
416
417 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
418 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
419 */ 211 */
420 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 212 if (ms.blocks (move_type))
421 return AB_NO_PASS; 213 return 1;
422
423 } 214 }
215
424 return 0; 216 return 0;
425} 217}
426 218
427/* When the map is loaded, load_object does not actually insert objects 219//-GPL
428 * into inventory, but just links them. What this does is go through
429 * and insert them properly.
430 * The object 'container' is the object that contains the inventory.
431 * This is needed so that we can update the containers weight.
432 */
433 220
434void fix_container(object *container) 221void
222maptile::set_object_flag (int flag, int value)
435{ 223{
436 object *tmp=container->inv, *next; 224 if (!spaces)
225 return;
437 226
438 container->inv=NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
439 while (tmp!=NULL) { 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
440 next = tmp->below; 229 tmp->flag [flag] = value;
441 if (tmp->inv)
442 fix_container(tmp);
443 (void) insert_ob_in_ob(tmp,container);
444 tmp = next;
445 }
446 /* sum_weight will go through and calculate what all the containers are
447 * carrying.
448 */
449 sum_weight(container);
450} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
451 259
452/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
453 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
454 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
455 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
456 * the more sections and not re-add sections for them.
457 */ 264 */
458 265void
459static void link_multipart_objects(mapstruct *m) 266maptile::link_multipart_objects ()
460{ 267{
461 int x,y; 268 if (!spaces)
462 object *tmp, *op, *last, *above; 269 return;
463 archetype *at;
464 270
465 for(x=0;x<MAP_WIDTH(m);x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
466 for(y=0;y<MAP_HEIGHT(m);y++) 272 {
467 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 273 object *op = ms->bot;
468 above=tmp->above; 274 while (op)
469 275 {
470 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
471 if (tmp->head || tmp->more) continue; 277 if (op->head_ () == op && !op->more && op->arch->more)
472
473 /* If there is nothing more to this object, this for loop
474 * won't do anything.
475 */ 278 {
476 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 279 op->remove ();
477 op = arch_to_object(at); 280 op->expand_tail ();
478 281
479 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
480 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
481 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
482 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
483 op->map = m; 286
484 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
485 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
486 op->title = tmp->title; 289 }
487 /* we could link all the parts onto tmp, and then just 290 else
488 * call insert_ob_in_map once, but the effect is the same, 291 op = op->above;
489 * as insert_ob_in_map will call itself with each part, and 292 }
490 * the coding is simpler to just to it here with each part. 293 }
491 */
492 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
493 } /* for at = tmp->arch->more */
494 } /* for objects on this space */
495} 294}
496 295
296//-GPL
297
497/* 298/*
498 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
499 * file pointer. 300 * file pointer.
500 * mapflags is the same as we get with load_original_map
501 */ 301 */
502void 302bool
503load_objects (mapstruct *m, object_thawer &fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
504{ 304{
505 int i, j; 305 for (;;)
506 int unique;
507 object *op, *prev = NULL, *last_more = NULL, *otmp;
508
509 op = get_object ();
510 op->map = m; /* To handle buttons correctly */
511
512 while ((i = load_object (fp, op, mapflags)))
513 { 306 {
514 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
515 * got an invalid object. Don't do anything with it - the game 308
516 * or editor will not be able to do anything with it either. 309 switch (f.kw)
517 */
518 if (op->arch == NULL)
519 { 310 {
520 LOG (llevDebug, "Discarding object without arch: %s\n", 311 case KW_arch:
521 op->name ? (const char *) op->name : "(null)"); 312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
522 continue; 346 continue;
523 }
524 347
525
526 switch (i)
527 {
528 case LL_NORMAL:
529 /* if we are loading an overlay, put the floors on the bottom */
530 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
531 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
532 insert_ob_in_map (op, m, op,
533 INS_NO_MERGE | INS_NO_WALK_ON |
534 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
535 else
536 insert_ob_in_map (op, m, op,
537 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
538 INS_MAP_LOAD);
539
540 if (op->inv)
541 sum_weight (op);
542
543 prev = op, last_more = op;
544 break;
545
546 case LL_MORE: 348 case KW_EOF:
547 insert_ob_in_map (op, m, op, 349 return true;
548 INS_NO_MERGE | INS_NO_WALK_ON | 350
549 INS_ABOVE_FLOOR_ONLY); 351 default:
550 op->head = prev, last_more->more = op, last_more = op; 352 if (!f.parse_error ("map file"))
353 return false;
551 break; 354 break;
552 } 355 }
553 356
554 if (mapflags & MAP_STYLE) 357 f.next ();
555 remove_from_active_list (op);
556
557 op = get_object ();
558 op->map = m;
559 }
560
561 for (i = 0; i < m->width; i++)
562 { 358 }
563 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (spaces)
367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370}
371
372void
373maptile::deactivate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379}
380
381bool
382maptile::_save_objects (object_freezer &f, int flags)
383{
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
393 {
394 bool unique = 0;
395
396 for (object *op = spaces [i].bot; op; op = op->above)
564 { 397 {
565 unique = 0; 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
566 /* check for unique items, or unique squares */ 399
567 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 404 {
569 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 405 if (flags & IO_UNIQUES)
570 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 406 op->write (f);
571 unique = 1;
572 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
573 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
574 } 407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
575 } 410 }
576 } 411 }
577 412
578 free_object (op); 413 coroapi::cede_to_tick ();
579 link_multipart_objects (m);
580}
581 414
582/* This saves all the objects on the map in a non destructive fashion. 415 return true;
583 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 416}
584 * and we only save the head of multi part objects - this is needed 417
585 * in order to do map tiling properly. 418bool
419maptile::_save_objects (const char *path, int flags)
420{
421 object_freezer freezer;
422
423 if (!_save_objects (freezer, flags))
424 return false;
425
426 return freezer.save (path);
427}
428
429void
430maptile::init ()
431{
432 in_memory = MAP_SWAPPED;
433
434 /* The maps used to pick up default x and y values from the
435 * map archetype. Mimic that behaviour.
586 */ 436 */
587void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 437 width = 16;
588 int i, j = 0,unique=0; 438 height = 16;
589 object *op; 439 timeout = 300;
590 /* first pass - save one-part objects */ 440 max_items = MAX_ITEM_PER_ACTION;
591 for(i = 0; i < MAP_WIDTH(m); i++) 441 max_volume = 2000000; // 2m³
592 for (j = 0; j < MAP_HEIGHT(m); j++) { 442 reset_timeout = 0;
593 unique=0; 443 enter_x = 0;
594 for(op = get_map_ob (m, i, j); op; op = op->above) { 444 enter_y = 0;
595 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 445}
596 unique=1;
597 446
598 if(op->type == PLAYER) { 447maptile::maptile ()
599 LOG(llevDebug, "Player on map that is being saved\n"); 448{
600 continue; 449 init ();
601 } 450}
602 451
603 if (op->head || op->owner) 452maptile::maptile (int w, int h)
604 continue; 453{
454 init ();
605 455
606 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 456 width = w;
607 save_object (fp2, op, 3); 457 height = h;
608 else
609 if (flag == 0 ||
610 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
611 !QUERY_FLAG(op, FLAG_UNPAID))))
612 save_object(fp, op, 3);
613 458
614 } /* for this space */ 459 alloc ();
615 } /* for this j */
616} 460}
617 461
618/* 462/*
619 * Allocates, initialises, and returns a pointer to a mapstruct.
620 * Modified to no longer take a path option which was not being
621 * used anyways. MSW 2001-07-01
622 */
623
624mapstruct *get_linked_map(void) {
625 mapstruct *map = new mapstruct;
626 mapstruct *mp;
627
628 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
629 if(mp==NULL)
630 first_map=map;
631 else
632 mp->next=map;
633
634 map->in_memory=MAP_SWAPPED;
635 /* The maps used to pick up default x and y values from the
636 * map archetype. Mimic that behaviour.
637 */
638 MAP_WIDTH(map)=16;
639 MAP_HEIGHT(map)=16;
640 MAP_RESET_TIMEOUT(map)=0;
641 MAP_TIMEOUT(map)=300;
642 MAP_ENTER_X(map)=0;
643 MAP_ENTER_Y(map)=0;
644 /*set part to -1 indicating conversion to weather map not yet done*/
645 MAP_WORLDPARTX(map)=-1;
646 MAP_WORLDPARTY(map)=-1;
647 return map;
648}
649
650/*
651 * Allocates the arrays contained in a mapstruct. 463 * Allocates the arrays contained in a maptile.
652 * This basically allocates the dynamic array of spaces for the 464 * This basically allocates the dynamic array of spaces for the
653 * map. 465 * map.
654 */ 466 */
655 467void
656void allocate_map(mapstruct *m) { 468maptile::alloc ()
657 m->in_memory = MAP_IN_MEMORY; 469{
658 /* Log this condition and free the storage. We could I suppose
659 * realloc, but if the caller is presuming the data will be intact,
660 * that is their poor assumption.
661 */
662 if (m->spaces) { 470 if (spaces)
663 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
664 free(m->spaces);
665 }
666
667 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
668
669 if(m->spaces==NULL)
670 fatal(OUT_OF_MEMORY);
671}
672
673/* Create and returns a map of the specific size. Used
674 * in random map code and the editor.
675 */
676mapstruct *get_empty_map(int sizex, int sizey) {
677 mapstruct *m = get_linked_map();
678 m->width = sizex;
679 m->height = sizey;
680 m->in_memory = MAP_SWAPPED;
681 allocate_map(m);
682 return m; 471 return;
472
473 spaces = salloc0<mapspace> (size ());
683} 474}
475
476//+GPL
684 477
685/* Takes a string from a map definition and outputs a pointer to the array of shopitems 478/* Takes a string from a map definition and outputs a pointer to the array of shopitems
686 * corresponding to that string. Memory is allocated for this, it must be freed 479 * corresponding to that string. Memory is allocated for this, it must be freed
687 * at a later date. 480 * at a later date.
688 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
689 */ 482 */
690 483static shopitems *
691static shopitems *parse_shop_string (const char *input_string) { 484parse_shop_string (const char *input_string)
485{
692 char *shop_string, *p, *q, *next_semicolon, *next_colon; 486 char *shop_string, *p, *q, *next_semicolon, *next_colon;
693 shopitems *items=NULL; 487 shopitems *items = NULL;
694 int i=0, number_of_entries=0; 488 int i = 0, number_of_entries = 0;
695 const typedata *current_type; 489 const typedata *current_type;
696 490
697 shop_string=strdup_local(input_string); 491 shop_string = strdup (input_string);
698 p=shop_string; 492 p = shop_string;
699 /* first we'll count the entries, we'll need that for allocating the array shortly */ 493 /* first we'll count the entries, we'll need that for allocating the array shortly */
700 while (p) { 494 while (p)
495 {
701 p=strchr(p, ';'); 496 p = strchr (p, ';');
702 number_of_entries++; 497 number_of_entries++;
703 if (p) p++; 498 if (p)
499 p++;
704 } 500 }
501
705 p=shop_string; 502 p = shop_string;
706 strip_endline(p); 503 strip_endline (p);
707 items = new shopitems [number_of_entries + 1]; 504 items = new shopitems[number_of_entries + 1];
708 for (i=0; i<number_of_entries; i++) { 505 for (i = 0; i < number_of_entries; i++)
506 {
709 if (!p) { 507 if (!p)
508 {
710 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 509 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
711 break; 510 break;
712 } 511 }
512
713 next_semicolon=strchr(p, ';'); 513 next_semicolon = strchr (p, ';');
714 next_colon=strchr(p, ':'); 514 next_colon = strchr (p, ':');
715 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 515 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
716 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 516 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
717 items[i].strength=atoi(strchr(p,':')+1); 517 items[i].strength = atoi (strchr (p, ':') + 1);
518
519 if (isdigit (*p) || *p == '*')
718 520 {
719 if (isdigit(*p) || *p=='*') {
720 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 521 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
721 current_type=get_typedata(items[i].typenum); 522 current_type = get_typedata (items[i].typenum);
722 if (current_type) { 523 if (current_type)
524 {
723 items[i].name=current_type->name; 525 items[i].name = current_type->name;
724 items[i].name_pl=current_type->name_pl; 526 items[i].name_pl = current_type->name_pl;
725 }
726 }
727 else { /*we have a named type, let's figure out what it is */
728 q=strpbrk(p,";:");
729 if (q) *q='\0';
730
731 current_type=get_typedata_by_name(p);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].typenum=current_type->number;
735 items[i].name_pl=current_type->name_pl;
736 }
737 else { /* oh uh, something's wrong, let's free up this one, and try
738 * the next entry while we're at it, better print a warning
739 */
740 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
741 p, input_string);
742 } 527 }
743 } 528 }
529 else
530 { /*we have a named type, let's figure out what it is */
531 q = strpbrk (p, ";:");
532 if (q)
533 *q = '\0';
534
535 current_type = get_typedata_by_name (p);
536 if (current_type)
537 {
538 items[i].name = current_type->name;
539 items[i].typenum = current_type->number;
540 items[i].name_pl = current_type->name_pl;
541 }
542 else
543 { /* oh uh, something's wrong, let's free up this one, and try
544 * the next entry while we're at it, better print a warning
545 */
546 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
547 }
548 }
549
744 items[i].index=number_of_entries; 550 items[i].index = number_of_entries;
745 if (next_semicolon) p=++next_semicolon; 551 if (next_semicolon)
552 p = ++next_semicolon;
553 else
746 else p=NULL; 554 p = NULL;
747 } 555 }
556
748 free(shop_string); 557 free (shop_string);
749 return items; 558 return items;
750} 559}
751 560
752/* opposite of parse string, this puts the string that was originally fed in to 561/* opposite of parse string, this puts the string that was originally fed in to
753 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
754static void print_shop_string(mapstruct *m, char *output_string) { 563static const char *
755 int i; 564print_shop_string (maptile *m)
756 char tmp[MAX_BUF]; 565{
757 strcpy(output_string, ""); 566 static dynbuf_text buf; buf.clear ();
567 bool first = true;
568
758 for (i=0; i< m->shopitems[0].index; i++) { 569 for (int i = 0; i < m->shopitems[0].index; i++)
570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
759 if (m->shopitems[i].typenum) { 576 if (m->shopitems[i].typenum)
577 {
760 if (m->shopitems[i].strength) { 578 if (m->shopitems[i].strength)
761 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
762 } 580 else
763 else sprintf(tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
764 } 582 }
765 else { 583 else
584 {
766 if (m->shopitems[i].strength) { 585 if (m->shopitems[i].strength)
767 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
768 } 587 else
769 else sprintf(tmp, "*"); 588 buf.printf ("*");
770 } 589 }
771 strcat(output_string, tmp);
772 } 590 }
591
592 return buf;
773} 593}
594
595//-GPL
774 596
775/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
776 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
777 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
778 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
780 * 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
781 * sense. 603 * sense.
782 * 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
783 * 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.
784 * MSW 2001-07-01 606 * MSW 2001-07-01
785 * return 0 on success, 1 on failure.
786 */ 607 */
787 608bool
788static int load_map_header(object_thawer &fp, mapstruct *m) 609maptile::_load_header (object_thawer &thawer)
789{ 610{
790 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 611 for (;;)
791 int msgpos=0; 612 {
792 int maplorepos=0; 613 switch (thawer.kw)
793
794 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
795 buf[HUGE_BUF-1] = 0;
796 key = buf;
797 while (isspace(*key)) key++;
798 if (*key == 0) continue; /* empty line */
799 value = strchr(key, ' ');
800 if (!value) {
801 end = strchr(key, '\n');
802 if (end != NULL) {
803 *end = 0;
804 }
805 } else {
806 *value = 0;
807 value++;
808 end = strchr(value, '\n');
809 while (isspace(*value)) {
810 value++;
811 if (*value == '\0' || value == end) {
812 /* Nothing but spaces. */
813 value = NULL;
814 break;
815 }
816 }
817 } 614 {
615 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg);
617 break;
818 618
819 if (!end) { 619 case KW_lore: // CF+ extension
820 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 620 thawer.get_ml (KW_endlore, maplore);
821 buf); 621 break;
622
623 case KW_maplore:
624 thawer.get_ml (KW_endmaplore, maplore);
625 break;
626
627 case KW_arch:
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
647 case KW_per_player: thawer.get (per_player); break;
648 case KW_per_party: thawer.get (per_party); break;
649 case KW_no_reset: thawer.get (no_reset); break;
650 case KW_no_drop: thawer.get (no_drop); break;
651
652 case KW_region: thawer.get (default_region); break;
653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
654
655 // old names new names
656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
658 case KW_x: case KW_width: thawer.get (width); break;
659 case KW_y: case KW_height: thawer.get (height); break;
660 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
661 case KW_value: case KW_swap_time: thawer.get (timeout); break;
662 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
663 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
664 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
665
666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670
671 case KW_ERROR:
672 set_key_text (thawer.kw_str, thawer.value);
673 break;
674
675 case KW_end:
676 thawer.next ();
822 return 1; 677 return true;
823 }
824 678
825 /* key is the field name, value is what it should be set 679 default:
826 * to. We've already done the work to null terminate key, 680 if (!thawer.parse_error ("map"))
827 * and strip off any leading spaces for both of these. 681 return false;
828 * We have not touched the newline at the end of the line -
829 * these are needed for some values. the end pointer
830 * points to the first of the newlines.
831 * value could be NULL! It would be easy enough to just point
832 * this to "" to prevent cores, but that would let more errors slide
833 * through.
834 *
835 * First check for entries that do not use the value parameter, then
836 * validate that value is given and check for the remaining entries
837 * that use the parameter.
838 */
839
840 if (!strcmp(key,"msg")) {
841 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
842 if (!strcmp(buf,"endmsg\n")) break;
843 else {
844 /* slightly more efficient than strcat */
845 strcpy(msgbuf+msgpos, buf);
846 msgpos += strlen(buf);
847 }
848 }
849 /* There are lots of maps that have empty messages (eg, msg/endmsg
850 * with nothing between). There is no reason in those cases to
851 * keep the empty message. Also, msgbuf contains garbage data
852 * when msgpos is zero, so copying it results in crashes
853 */
854 if (msgpos != 0)
855 m->msg = strdup_local(msgbuf);
856 }
857 else if (!strcmp(key,"maplore")) {
858 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
859 if (!strcmp(buf,"endmaplore\n")) break;
860 else {
861 /* slightly more efficient than strcat */
862 strcpy(maplorebuf+maplorepos, buf);
863 maplorepos += strlen(buf);
864 }
865 }
866 if (maplorepos != 0)
867 m->maplore = strdup_local(maplorebuf);
868 }
869 else if (!strcmp(key,"end")) {
870 break; 682 break;
871 } 683 }
872 else if (value == NULL) {
873 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
874 }
875 else if (!strcmp(key, "arch")) {
876 /* This is an oddity, but not something we care about much. */
877 if (strcmp(value,"map\n"))
878 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
879 }
880 else if (!strcmp(key,"name")) {
881 *end=0;
882 m->name = strdup_local(value);
883 }
884 /* first strcmp value on these are old names supported
885 * for compatibility reasons. The new values (second) are
886 * what really should be used.
887 */
888 else if (!strcmp(key,"oid")) {
889 fp.get (m, atoi(value));
890 } else if (!strcmp(key, "attach")) {
891 m->attach = value;
892 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
893 m->enter_x = atoi(value);
894 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
895 m->enter_y = atoi(value);
896 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
897 m->width = atoi(value);
898 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
899 m->height = atoi(value);
900 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
901 m->reset_timeout = atoi(value);
902 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
903 m->timeout = atoi(value);
904 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
905 m->difficulty = atoi(value);
906 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
907 m->darkness = atoi(value);
908 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
909 m->fixed_resettime = atoi(value);
910 } else if (!strcmp(key,"unique")) {
911 m->unique = atoi(value);
912 } else if (!strcmp(key,"template")) {
913 m->templatemap = atoi(value);
914 } else if (!strcmp(key,"region")) {
915 m->region = get_region_by_name(value);
916 } else if (!strcmp(key,"shopitems")) {
917 *end=0;
918 m->shopitems = parse_shop_string(value);
919 } else if (!strcmp(key,"shopgreed")) {
920 m->shopgreed = atof(value);
921 } else if (!strcmp(key,"shopmin")) {
922 m->shopmin = atol(value);
923 } else if (!strcmp(key,"shopmax")) {
924 m->shopmax = atol(value);
925 } else if (!strcmp(key,"shoprace")) {
926 *end=0;
927 m->shoprace = strdup_local(value);
928 } else if (!strcmp(key,"outdoor")) {
929 m->outdoor = atoi(value);
930 } else if (!strcmp(key, "temp")) {
931 m->temp = atoi(value);
932 } else if (!strcmp(key, "pressure")) {
933 m->pressure = atoi(value);
934 } else if (!strcmp(key, "humid")) {
935 m->humid = atoi(value);
936 } else if (!strcmp(key, "windspeed")) {
937 m->windspeed = atoi(value);
938 } else if (!strcmp(key, "winddir")) {
939 m->winddir = atoi(value);
940 } else if (!strcmp(key, "sky")) {
941 m->sky = atoi(value);
942 } else if (!strcmp(key, "nosmooth")) {
943 m->nosmooth = atoi(value);
944 }
945 else if (!strncmp(key,"tile_path_", 10)) {
946 int tile=atoi(key+10);
947 684
948 if (tile<1 || tile>4) { 685 thawer.next ();
949 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
950 tile, m->path);
951 } else {
952 char *path;
953
954 *end = 0;
955
956 if (m->tile_path[tile-1]) {
957 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
958 tile, m->path);
959 free(m->tile_path[tile-1]);
960 m->tile_path[tile-1] = NULL;
961 }
962
963 if (check_path(value, 1) != -1) {
964 /* The unadorned path works. */
965 path = value;
966 } else {
967 /* Try again; it could be a relative exit. */
968
969 path = path_combine_and_normalize(m->path, value);
970
971 if (check_path(path, 1) == -1) {
972 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
973 path = NULL;
974 }
975 }
976
977 if (editor) {
978 /* Use the value as in the file. */
979 m->tile_path[tile-1] = strdup_local(value);
980 } else if (path != NULL) {
981 /* Use the normalized value. */
982 m->tile_path[tile-1] = strdup_local(path);
983 }
984 } /* end if tile direction (in)valid */
985 }
986 else {
987 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
988 }
989 }
990 if (!key || strcmp(key,"end")) {
991 LOG(llevError,"Got premature eof on map header!\n");
992 return 1;
993 }
994 return 0;
995}
996
997/*
998 * Opens the file "filename" and reads information about the map
999 * from the given file, and stores it in a newly allocated
1000 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1001 * flags correspond to those in map.h. Main ones used are
1002 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1003 * MAP_BLOCK, in which case we block on this load. This happens in all
1004 * cases, no matter if this flag is set or not.
1005 * MAP_STYLE: style map - don't add active objects, don't add to server
1006 * managed map list.
1007 */
1008
1009mapstruct *load_original_map(const char *filename, int flags) {
1010 mapstruct *m;
1011 char pathname[MAX_BUF];
1012 686 }
1013 if (flags & MAP_PLAYER_UNIQUE)
1014 strcpy(pathname, filename);
1015 else if (flags & MAP_OVERLAY)
1016 strcpy(pathname, create_overlay_pathname(filename));
1017 else
1018 strcpy(pathname, create_pathname(filename));
1019 687
1020 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 688 abort ();
1021
1022 object_thawer thawer (pathname);
1023
1024 if (!thawer)
1025 return 0;
1026
1027 m = get_linked_map();
1028
1029 strcpy (m->path, filename);
1030 if (load_map_header(thawer, m)) {
1031 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1032 filename, flags);
1033 delete_map(m);
1034 return NULL;
1035 }
1036
1037 allocate_map(m);
1038
1039 m->in_memory=MAP_LOADING;
1040 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1041
1042 m->in_memory=MAP_IN_MEMORY;
1043 if (!MAP_DIFFICULTY(m))
1044 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1045 set_map_reset_time(m);
1046 m->instantiate ();
1047 return (m);
1048} 689}
1049 690
1050/* 691//+GPL
1051 * Loads a map, which has been loaded earlier, from file.
1052 * Return the map object we load into (this can change from the passed
1053 * option if we can't find the original map)
1054 */
1055
1056static mapstruct *load_temporary_map(mapstruct *m) {
1057 char buf[MAX_BUF];
1058
1059 if (!m->tmpname) {
1060 LOG(llevError, "No temporary filename for map %s\n", m->path);
1061 strcpy(buf, m->path);
1062 delete_map(m);
1063 m = load_original_map(buf, 0);
1064 if(m==NULL) return NULL;
1065 fix_auto_apply(m); /* Chests which open as default */
1066 return m;
1067 }
1068
1069 object_thawer thawer (m->tmpname);
1070
1071 if (!thawer)
1072 {
1073 strcpy (buf, m->path);
1074 delete_map (m);
1075 m = load_original_map (buf, 0);
1076 if (!m) return NULL;
1077 fix_auto_apply (m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if (load_map_header(thawer, m)) {
1082 LOG(llevError,"Error loading map header for %s (%s)\n",
1083 m->path, m->tmpname);
1084 delete_map(m);
1085 m = load_original_map(m->path, 0);
1086 return NULL;
1087 }
1088 allocate_map(m);
1089
1090 m->in_memory=MAP_LOADING;
1091 load_objects (m, thawer, 0);
1092
1093 m->in_memory=MAP_IN_MEMORY;
1094 INVOKE_MAP (SWAPIN, m);
1095 return m;
1096}
1097
1098/*
1099 * Loads a map, which has been loaded earlier, from file.
1100 * Return the map object we load into (this can change from the passed
1101 * option if we can't find the original map)
1102 */
1103
1104mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1105 char pathname[MAX_BUF];
1106
1107 strcpy(pathname, create_overlay_pathname(filename));
1108
1109 object_thawer thawer (pathname);
1110
1111 if (!thawer)
1112 return m;
1113
1114 if (load_map_header(thawer, m)) {
1115 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1116 m->path, pathname);
1117 delete_map(m);
1118 m = load_original_map(m->path, 0);
1119 return NULL;
1120 }
1121 /*allocate_map(m);*/
1122
1123 m->in_memory=MAP_LOADING;
1124 load_objects (m, thawer, MAP_OVERLAY);
1125
1126 m->in_memory=MAP_IN_MEMORY;
1127 return m;
1128}
1129 692
1130/****************************************************************************** 693/******************************************************************************
1131 * This is the start of unique map handling code 694 * This is the start of unique map handling code
1132 *****************************************************************************/ 695 *****************************************************************************/
1133 696
1134/* This goes through map 'm' and removed any unique items on the map. */ 697/* This goes through the maptile and removed any unique items on the map. */
1135static void delete_unique_items(mapstruct *m) 698void
699maptile::clear_unique_items ()
1136{ 700{
701 for (int i = 0; i < size (); ++i)
702 {
1137 int i,j,unique; 703 int unique = 0;
1138 object *op, *next; 704 for (object *op = spaces [i].bot; op; )
705 {
706 object *above = op->above;
1139 707
1140 for(i=0; i<MAP_WIDTH(m); i++) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1141 for(j=0; j<MAP_HEIGHT(m); j++) {
1142 unique=0; 709 unique = 1;
1143 for (op=get_map_ob(m, i, j); op; op=next) { 710
1144 next = op->above; 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
1145 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 712 op->destroy ();
1146 unique=1; 713
1147 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 714 op = above;
1148 clean_object(op);
1149 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1150 remove_button_link(op);
1151 remove_ob(op);
1152 free_object(op);
1153 }
1154 }
1155 } 715 }
1156}
1157
1158
1159/*
1160 * Loads unique objects from file(s) into the map which is in memory
1161 * m is the map to load unique items into.
1162 */
1163static void load_unique_objects(mapstruct *m) {
1164 int count;
1165 char firstname[MAX_BUF];
1166
1167 for (count=0; count<10; count++) {
1168 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1169 if (!access(firstname, R_OK)) break;
1170 }
1171 /* If we get here, we did not find any map */
1172 if (count==10) return;
1173
1174 object_thawer thawer (firstname);
1175
1176 if (!thawer)
1177 return;
1178
1179 m->in_memory=MAP_LOADING;
1180 if (m->tmpname == NULL) /* if we have loaded unique items from */
1181 delete_unique_items(m); /* original map before, don't duplicate them */
1182 load_objects (m, thawer, 0);
1183
1184 m->in_memory=MAP_IN_MEMORY;
1185}
1186
1187
1188/*
1189 * Saves a map to file. If flag is set, it is saved into the same
1190 * file it was (originally) loaded from. Otherwise a temporary
1191 * filename will be genarated, and the file will be stored there.
1192 * The temporary filename will be stored in the mapstructure.
1193 * If the map is unique, we also save to the filename in the map
1194 * (this should have been updated when first loaded)
1195 */
1196
1197int
1198new_save_map (mapstruct * m, int flag)
1199{
1200 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1201 int i;
1202
1203 if (flag && !*m->path)
1204 { 716 }
1205 LOG (llevError, "Tried to save map without path.\n"); 717}
1206 return -1;
1207 }
1208 718
1209 if (flag || (m->unique) || (m->templatemap)) 719//-GPL
1210 {
1211 if (!m->unique && !m->templatemap)
1212 { /* flag is set */
1213 if (flag == 2)
1214 strcpy (filename, create_overlay_pathname (m->path));
1215 else
1216 strcpy (filename, create_pathname (m->path));
1217 }
1218 else
1219 strcpy (filename, m->path);
1220 720
1221 make_path_to_file (filename); 721bool
1222 } 722maptile::_save_header (object_freezer &freezer)
1223 else 723{
1224 { 724#define MAP_OUT(k) freezer.put (KW(k), k)
1225 if (!m->tmpname) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
1226 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1227 726
1228 strcpy (filename, m->tmpname); 727 MAP_OUT2 (arch, CS(map));
1229 }
1230 728
1231 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 729 if (name) MAP_OUT (name);
1232 m->in_memory = MAP_SAVING; 730 MAP_OUT (swap_time);
731 MAP_OUT (reset_time);
732 MAP_OUT (reset_timeout);
733 MAP_OUT (fixed_resettime);
734 MAP_OUT (no_reset);
735 MAP_OUT (no_drop);
736 MAP_OUT (difficulty);
737 if (default_region) MAP_OUT2 (region, default_region->name);
1233 738
739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
740 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin);
742 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace);
744
745 MAP_OUT (width);
746 MAP_OUT (height);
747 MAP_OUT (enter_x);
748 MAP_OUT (enter_y);
749 MAP_OUT (darkness);
750 MAP_OUT (outdoor);
751
752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
754
755 MAP_OUT (per_player);
756 MAP_OUT (per_party);
757
758 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
759 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
760 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
761 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
762
763 freezer.put (this);
764 freezer.put (KW(end));
765
766 return true;
767}
768
769bool
770maptile::_save_header (const char *path)
771{
1234 object_freezer freezer; 772 object_freezer freezer;
1235 773
1236 /* legacy */ 774 if (!_save_header (freezer))
1237 fprintf (freezer, "arch map\n"); 775 return false;
1238 if (m->name)
1239 fprintf (freezer, "name %s\n", m->name);
1240 if (!flag)
1241 fprintf (freezer, "swap_time %d\n", m->swap_time);
1242 if (m->reset_timeout)
1243 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1244 if (m->fixed_resettime)
1245 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1246 /* we unfortunately have no idea if this is a value the creator set
1247 * or a difficulty value we generated when the map was first loaded
1248 */
1249 if (m->difficulty)
1250 fprintf (freezer, "difficulty %d\n", m->difficulty);
1251 if (m->region)
1252 fprintf (freezer, "region %s\n", m->region->name);
1253 if (m->shopitems)
1254 {
1255 print_shop_string (m, shop);
1256 fprintf (freezer, "shopitems %s\n", shop);
1257 }
1258 if (m->shopgreed)
1259 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1260#ifndef WIN32
1261 if (m->shopmin)
1262 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1263 if (m->shopmax)
1264 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1265#else
1266 if (m->shopmin)
1267 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1268 if (m->shopmax)
1269 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1270#endif
1271 if (m->shoprace)
1272 fprintf (freezer, "shoprace %s\n", m->shoprace);
1273 if (m->darkness)
1274 fprintf (freezer, "darkness %d\n", m->darkness);
1275 if (m->width)
1276 fprintf (freezer, "width %d\n", m->width);
1277 if (m->height)
1278 fprintf (freezer, "height %d\n", m->height);
1279 if (m->enter_x)
1280 fprintf (freezer, "enter_x %d\n", m->enter_x);
1281 if (m->enter_y)
1282 fprintf (freezer, "enter_y %d\n", m->enter_y);
1283 if (m->msg)
1284 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1285 if (m->maplore)
1286 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1287 if (m->unique)
1288 fprintf (freezer, "unique %d\n", m->unique);
1289 if (m->templatemap)
1290 fprintf (freezer, "template %d\n", m->templatemap);
1291 if (m->outdoor)
1292 fprintf (freezer, "outdoor %d\n", m->outdoor);
1293 if (m->temp)
1294 fprintf (freezer, "temp %d\n", m->temp);
1295 if (m->pressure)
1296 fprintf (freezer, "pressure %d\n", m->pressure);
1297 if (m->humid)
1298 fprintf (freezer, "humid %d\n", m->humid);
1299 if (m->windspeed)
1300 fprintf (freezer, "windspeed %d\n", m->windspeed);
1301 if (m->winddir)
1302 fprintf (freezer, "winddir %d\n", m->winddir);
1303 if (m->sky)
1304 fprintf (freezer, "sky %d\n", m->sky);
1305 if (m->nosmooth)
1306 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1307 776
1308 /* Save any tiling information, except on overlays */ 777 return freezer.save (path);
1309 if (flag != 2)
1310 for (i = 0; i < 4; i++)
1311 if (m->tile_path[i])
1312 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1313
1314 freezer.put (m);
1315 fprintf (freezer, "end\n");
1316
1317 /* In the game save unique items in the different file, but
1318 * in the editor save them to the normal map file.
1319 * If unique map, save files in the proper destination (set by
1320 * player)
1321 */
1322 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1323 {
1324 object_freezer unique;
1325
1326 if (flag == 2)
1327 save_objects (m, freezer, unique, 2);
1328 else
1329 save_objects (m, freezer, unique, 0);
1330
1331 sprintf (buf, "%s.v00", create_items_path (m->path));
1332
1333 unique.save (buf);
1334 }
1335 else
1336 { /* save same file when not playing, like in editor */
1337 save_objects (m, freezer, freezer, 0);
1338 }
1339
1340 freezer.save (filename);
1341
1342 return 0;
1343} 778}
1344 779
1345 780//+GPL
1346/*
1347 * Remove and free all objects in the inventory of the given object.
1348 * object.c ?
1349 */
1350
1351void clean_object(object *op)
1352{
1353 object *tmp, *next;
1354
1355 for(tmp = op->inv; tmp; tmp = next)
1356 {
1357 next = tmp->below;
1358 clean_object(tmp);
1359 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1360 remove_button_link(tmp);
1361 remove_ob(tmp);
1362 free_object(tmp);
1363 }
1364}
1365 781
1366/* 782/*
1367 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
1368 */ 784 */
785void
786maptile::clear ()
787{
788 if (spaces)
789 {
790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
791 while (object *op = ms->bot)
792 {
793 // manually remove, as to not trigger anything
794 if (ms->bot = op->above)
795 ms->bot->below = 0;
1369 796
1370void free_all_objects(mapstruct *m) { 797 op->flag [FLAG_REMOVED] = true;
1371 int i,j;
1372 object *op;
1373 798
1374 for(i=0;i<MAP_WIDTH(m);i++) 799 object *head = op->head_ ();
1375 for(j=0;j<MAP_HEIGHT(m);j++) { 800 if (op == head)
1376 object *previous_obj=NULL; 801 op->destroy ();
1377 while((op=GET_MAP_OB(m,i,j))!=NULL) { 802 else if (head->map != op->map)
1378 if (op==previous_obj) { 803 {
1379 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 804 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1380 break; 805 head->destroy ();
1381 } 806 }
1382 previous_obj=op;
1383 if(op->head!=NULL)
1384 op = op->head;
1385
1386 /* If the map isn't in memory, free_object will remove and
1387 * free objects in op's inventory. So let it do the job.
1388 */
1389 if (m->in_memory==MAP_IN_MEMORY)
1390 clean_object(op);
1391 remove_ob(op);
1392 free_object(op);
1393 } 807 }
1394 }
1395}
1396 808
1397/* 809 sfree0 (spaces, size ());
1398 * Frees everything allocated by the given mapstructure.
1399 * don't free tmpname - our caller is left to do that
1400 */
1401
1402void free_map(mapstruct *m,int flag) {
1403 int i;
1404
1405 if (!m->in_memory) {
1406 LOG(llevError,"Trying to free freed map.\n");
1407 return;
1408 } 810 }
1409 if (flag && m->spaces) free_all_objects(m); 811
1410 if (m->name) FREE_AND_CLEAR(m->name);
1411 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1412 if (m->msg) FREE_AND_CLEAR(m->msg);
1413 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1414 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1415 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1416 if (m->buttons) 812 if (buttons)
1417 free_objectlinkpt(m->buttons); 813 free_objectlinkpt (buttons), buttons = 0;
1418 m->buttons = NULL; 814
815 sfree0 (regions, size ());
816 delete [] regionmap; regionmap = 0;
817}
818
819void
820maptile::clear_header ()
821{
822 name = 0;
823 msg = 0;
824 maplore = 0;
825 shoprace = 0;
826 delete [] shopitems, shopitems = 0;
827
1419 for (i=0; i<4; i++) { 828 for (int i = 0; i < 4; i++)
1420 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); 829 tile_path [i] = 0;
1421 m->tile_map[i] = NULL;
1422 }
1423 m->in_memory = MAP_SWAPPED;
1424} 830}
1425 831
1426/* 832maptile::~maptile ()
1427 * function: vanish mapstruct 833{
1428 * m : pointer to mapstruct, if NULL no action 834 assert (destroyed ());
1429 * this deletes all the data on the map (freeing pointers) 835}
1430 * and then removes this map from the global linked list of maps.
1431 */
1432 836
1433void delete_map(mapstruct *m) { 837void
1434 mapstruct *tmp, *last; 838maptile::clear_links_to (maptile *m)
1435 int i; 839{
1436
1437 if (!m)
1438 return;
1439
1440 m->clear ();
1441
1442 if (m->in_memory == MAP_IN_MEMORY) {
1443 /* change to MAP_SAVING, even though we are not,
1444 * so that remove_ob doesn't do as much work.
1445 */
1446 m->in_memory = MAP_SAVING;
1447 free_map (m, 1);
1448 }
1449 /* move this out of free_map, since tmpname can still be needed if
1450 * the map is swapped out.
1451 */
1452 if (m->tmpname) {
1453 free(m->tmpname);
1454 m->tmpname=NULL;
1455 }
1456 last = NULL;
1457 /* We need to look through all the maps and see if any maps 840 /* We need to look through all the maps and see if any maps
1458 * are pointing at this one for tiling information. Since 841 * are pointing at this one for tiling information. Since
1459 * tiling can be assymetric, we just can not look to see which 842 * tiling can be asymetric, we just can not look to see which
1460 * maps this map tiles with and clears those. 843 * maps this map tiles with and clears those.
1461 */ 844 */
1462 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1463 if (tmp->next == m) last = tmp;
1464
1465 /* This should hopefully get unrolled on a decent compiler */
1466 for (i=0; i<4; i++) 845 for (int i = 0; i < 4; i++)
1467 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 846 if (tile_map[i] == m)
1468 } 847 tile_map[i] = 0;
848}
1469 849
1470 /* If last is null, then this should be the first map in the list */ 850void
1471 if (!last) { 851maptile::do_destroy ()
1472 if (m == first_map) 852{
1473 first_map = m->next; 853 attachable::do_destroy ();
854
855 clear ();
856}
857
858/* decay and destroy perishable items in a map */
859// TODO: should be done regularly, not on map load?
860void
861maptile::do_decay_objects ()
862{
863 if (!spaces)
864 return;
865
866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
867 for (object *above, *op = ms->bot; op; op = above)
868 {
869 above = op->above;
870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
875 bool destroy = 0;
876
877 if (op->flag [FLAG_IS_FLOOR]
878 || op->flag [FLAG_OBJ_ORIGINAL]
879 || op->flag [FLAG_UNIQUE]
880 || op->flag [FLAG_OVERLAY_FLOOR]
881 || op->flag [FLAG_UNPAID]
882 || op->is_alive ())
883 ; // do not decay
884 else if (op->is_weapon ())
885 {
886 op->stats.dam--;
887 if (op->stats.dam < 0)
888 destroy = 1;
889 }
890 else if (op->is_armor ())
891 {
892 op->stats.ac--;
893 if (op->stats.ac < 0)
894 destroy = 1;
895 }
896 else if (op->type == FOOD)
897 {
898 op->stats.food -= rndm (5, 20);
899 if (op->stats.food < 0)
900 destroy = 1;
901 }
1474 else 902 else
1475 /* m->path is a static char, so should hopefully still have 903 {
1476 * some useful data in it. 904 int mat = op->materials;
905
906 if (mat & M_PAPER
907 || mat & M_LEATHER
908 || mat & M_WOOD
909 || mat & M_ORGANIC
910 || mat & M_CLOTH
911 || mat & M_LIQUID
912 || (mat & M_IRON && rndm (1, 5) == 1)
913 || (mat & M_GLASS && rndm (1, 2) == 1)
914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
916 //|| (mat & M_ICE && temp > 32)
1477 */ 917 )
1478 LOG(llevError,"delete_map: Unable to find map %s in list\n", 918 destroy = 1;
1479 m->path);
1480 }
1481 else
1482 last->next = m->next;
1483
1484 delete m;
1485}
1486
1487
1488
1489/*
1490 * Makes sure the given map is loaded and swapped in.
1491 * name is path name of the map.
1492 * flags meaning:
1493 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1494 * and don't do unique items or the like.
1495 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1496 * dont do any more name translation on it.
1497 *
1498 * Returns a pointer to the given map.
1499 */
1500
1501mapstruct *ready_map_name(const char *name, int flags) {
1502 mapstruct *m;
1503
1504 if (!name)
1505 return (NULL);
1506
1507 /* Have we been at this level before? */
1508 m = has_been_loaded (name);
1509
1510 /* Map is good to go, so just return it */
1511 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1512 return m;
1513 }
1514
1515 /* unique maps always get loaded from their original location, and never
1516 * a temp location. Likewise, if map_flush is set, or we have never loaded
1517 * this map, load it now. I removed the reset checking from here -
1518 * it seems the probability of a player trying to enter a map that should
1519 * reset but hasn't yet is quite low, and removing that makes this function
1520 * a bit cleaner (and players probably shouldn't rely on exact timing for
1521 * resets in any case - if they really care, they should use the 'maps command.
1522 */
1523 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1524
1525 /* first visit or time to reset */
1526 if (m) {
1527 clean_tmp_map(m); /* Doesn't make much difference */
1528 delete_map(m);
1529 } 919 }
1530 920
1531 /* create and load a map */ 921 /* adjust overall chance below */
1532 if (flags & MAP_PLAYER_UNIQUE) 922 if (destroy && rndm (0, 1))
1533 LOG(llevDebug, "Trying to load map %s.\n", name); 923 op->destroy ();
1534 else
1535 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1536
1537 //eval_pv ("$x = Event::time", 1);//D
1538 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1539 return (NULL);
1540 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1541
1542 fix_auto_apply(m); /* Chests which open as default */
1543
1544 /* If a player unique map, no extra unique object file to load.
1545 * if from the editor, likewise.
1546 */
1547 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1548 load_unique_objects(m);
1549
1550 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1551 m=load_overlay_map(name, m);
1552 if (m==NULL)
1553 return NULL;
1554 } 924 }
1555
1556 if (flags & MAP_PLAYER_UNIQUE)
1557 INVOKE_MAP (SWAPIN, m);
1558
1559 } else {
1560 /* If in this loop, we found a temporary map, so load it up. */
1561
1562 m=load_temporary_map (m);
1563 if(m==NULL) return NULL;
1564 load_unique_objects(m);
1565
1566 clean_tmp_map(m);
1567 m->in_memory = MAP_IN_MEMORY;
1568 /* tempnam() on sun systems (probably others) uses malloc
1569 * to allocated space for the string. Free it here.
1570 * In some cases, load_temporary_map above won't find the
1571 * temporary map, and so has reloaded a new map. If that
1572 * is the case, tmpname is now null
1573 */
1574 if (m->tmpname) free(m->tmpname);
1575 m->tmpname = NULL;
1576 /* It's going to be saved anew anyway */
1577 }
1578
1579 /* Below here is stuff common to both first time loaded maps and
1580 * temp maps.
1581 */
1582
1583 decay_objects(m); /* start the decay */
1584 /* In case other objects press some buttons down */
1585 update_buttons(m);
1586 if (m->outdoor)
1587 set_darkness_map(m);
1588 /* run the weather over this map */
1589 weather_effect(name);
1590 return m;
1591} 925}
1592
1593 926
1594/* 927/*
1595 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
1596 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1597 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1598 * 931 *
1599 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1600 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1601 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1602 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1603 */ 936 */
1604 937int
1605int calculate_difficulty(mapstruct *m) { 938maptile::estimate_difficulty () const
1606 object *op; 939{
1607 archetype *at;
1608 int x, y, i;
1609 long monster_cnt = 0; 940 long monster_cnt = 0;
1610 double avgexp = 0; 941 double avgexp = 0;
1611 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1612 943
1613 if (MAP_DIFFICULTY (m)) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1614 { 945 for (object *op = ms->bot; op; op = op->above)
1615 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1616 return MAP_DIFFICULTY (m);
1617 }
1618
1619 for(x = 0; x < MAP_WIDTH(m); x++)
1620 for(y = 0; y < MAP_HEIGHT(m); y++)
1621 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1622 { 946 {
1623 if(QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
1624 { 948 {
1625 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1626 monster_cnt++; 950 monster_cnt++;
1627 } 951 }
1628 952
1629 if(QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
1630 { 954 {
1631 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1632 at = type_to_archetype(GENERATE_TYPE (op));
1633 956
1634 if(at != NULL) 957 if (archetype *at = op->other_arch)
958 {
1635 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1636
1637 monster_cnt++; 960 monster_cnt++;
1638 } 961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1639 } 968 }
969 }
1640 970
1641 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1642 972
1643 for (i = 1; i <= settings.max_level; i++) 973 for (int i = 1; i <= settings.max_level; i++)
1644 {
1645 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 974 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1646 {
1647 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1648 return i; 975 return i;
1649 }
1650 }
1651 976
1652 return 1; 977 return 1;
1653}
1654
1655void clean_tmp_map(mapstruct *m) {
1656 if(m->tmpname == NULL)
1657 return;
1658 INVOKE_MAP (CLEAN, m);
1659 (void) unlink(m->tmpname);
1660}
1661
1662void free_all_maps(void)
1663{
1664 int real_maps=0;
1665
1666 while (first_map) {
1667 /* I think some of the callers above before it gets here set this to be
1668 * saving, but we still want to free this data
1669 */
1670 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1671 delete_map(first_map);
1672 real_maps++;
1673 }
1674 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1675} 978}
1676 979
1677/* change_map_light() - used to change map light level (darkness) 980/* change_map_light() - used to change map light level (darkness)
1678 * up or down. Returns true if successful. It should now be 981 * up or down. Returns true if successful. It should now be
1679 * possible to change a value by more than 1. 982 * possible to change a value by more than 1.
1680 * Move this from los.c to map.c since this is more related 983 * Move this from los.c to map.c since this is more related
1681 * to maps than los. 984 * to maps than los.
1682 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1683 */ 986 */
1684 987int
1685int change_map_light(mapstruct *m, int change) { 988maptile::change_map_light (int change)
1686 int new_level = m->darkness + change; 989{
1687
1688 /* Nothing to do */ 990 /* Nothing to do */
1689 if(!change || (new_level <= 0 && m->darkness == 0) || 991 if (!change)
1690 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1691 return 0; 992 return 0;
1692 }
1693 993
1694 /* inform all players on the map */ 994 /* inform all players on the map */
1695 if (change>0) 995 if (change > 0)
1696 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1697 else 997 else
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1699 999
1700 /* Do extra checking. since m->darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1701 * we need to be extra careful about negative values.
1702 * In general, the checks below are only needed if change
1703 * is not +/-1
1704 */
1705 if (new_level < 0) m->darkness = 0;
1706 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1707 else m->darkness=new_level;
1708 1001
1709 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1710 update_all_map_los(m); 1003 update_all_map_los (this);
1004
1711 return 1; 1005 return 1;
1712} 1006}
1713
1714 1007
1715/* 1008/*
1716 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1717 * on the map (what it looks like, whether it blocks magic, 1010 * on the map (what it looks like, whether it blocks magic,
1718 * has a living creatures, prevents people from passing 1011 * has a living creatures, prevents people from passing
1719 * through, etc) 1012 * through, etc)
1720 */ 1013 */
1721void update_position (mapstruct *m, int x, int y) { 1014void
1722 object *tmp, *last = NULL; 1015mapspace::update_ ()
1723 uint8 flags = 0, oldflags, light=0, anywhere=0; 1016{
1724 New_Face *top,*floor, *middle; 1017 object *last = 0;
1725 object *top_obj, *floor_obj, *middle_obj; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1726 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1727 1025
1728 oldflags = GET_MAP_FLAGS(m,x,y); 1026 //object *middle = 0;
1729 if (!(oldflags & P_NEED_UPDATE)) { 1027 //object *top = 0;
1730 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1028 //object *floor = 0;
1731 m->path, x, y); 1029 // this seems to generate better code than using locals, above
1732 return; 1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1733 } 1037 {
1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1039 light += tmp->glow_radius;
1734 1040
1735 middle=blank_face;
1736 top=blank_face;
1737 floor=blank_face;
1738
1739 middle_obj = NULL;
1740 top_obj = NULL;
1741 floor_obj = NULL;
1742
1743 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1744
1745 /* This could be made additive I guess (two lights better than
1746 * one). But if so, it shouldn't be a simple additive - 2
1747 * light bulbs do not illuminate twice as far as once since
1748 * it is a disapation factor that is squared (or is it cubed?)
1749 */
1750 if (tmp->glow_radius > light) light = tmp->glow_radius;
1751
1752 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1753 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1754 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1755 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1756 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1757 * 1046 *
1758 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1759 */ 1048 */
1760 if (!tmp->invisible) { 1049 if (expect_true (!tmp->invisible))
1761 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1050 {
1762 top = tmp->face; 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1763 top_obj = tmp; 1052 top = tmp;
1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054 {
1055 /* If we got a floor, that means middle and top were below it,
1056 * so should not be visible, so we clear them.
1057 */
1058 middle = 0;
1059 top = 0;
1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1764 } 1063 }
1765 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1064 else
1766 /* If we got a floor, that means middle and top were below it,
1767 * so should not be visible, so we clear them.
1768 */
1769 middle=blank_face;
1770 top=blank_face;
1771 floor = tmp->face;
1772 floor_obj = tmp;
1773 } 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1774 /* Flag anywhere have high priority */ 1072 /* Flag anywhere have high priority */
1775 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1776 middle = tmp->face;
1777
1778 middle_obj = tmp;
1779 anywhere =1; 1074 anywhere = tmp;
1780 } 1075
1781 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1782 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1783 * top 1078 * top
1784 */
1785 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1786 middle = tmp->face;
1787 middle_obj = tmp;
1788 }
1789 }
1790 if (tmp==tmp->above) {
1791 LOG(llevError, "Error in structure of map\n");
1792 exit (-1);
1793 }
1794
1795 move_slow |= tmp->move_slow;
1796 move_block |= tmp->move_block;
1797 move_on |= tmp->move_on;
1798 move_off |= tmp->move_off;
1799 move_allow |= tmp->move_allow;
1800
1801 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1802 flags |= P_IS_ALIVE;
1803 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1804 flags |= P_NO_MAGIC;
1805 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1806 flags |= P_NO_CLERIC;
1807 if (tmp->type == SAFE_GROUND)
1808 flags |= P_SAFE;
1809
1810 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1811 flags |= P_BLOCKSVIEW;
1812 } /* for stack of objects */
1813
1814 /* we don't want to rely on this function to have accurate flags, but
1815 * since we're already doing the work, we calculate them here.
1816 * if they don't match, logic is broken someplace.
1817 */
1818 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1819 (!(oldflags & P_NO_ERROR))) {
1820 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1821 m->path, x, y,
1822 (oldflags & ~P_NEED_UPDATE), flags);
1823 }
1824 SET_MAP_FLAGS(m, x, y, flags);
1825 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1826 SET_MAP_MOVE_ON(m, x, y, move_on);
1827 SET_MAP_MOVE_OFF(m, x, y, move_off);
1828 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1829
1830 /* At this point, we have a floor face (if there is a floor),
1831 * and the floor is set - we are not going to touch it at
1832 * this point.
1833 * middle contains the highest visibility face.
1834 * top contains a player/monster face, if there is one.
1835 *
1836 * We now need to fill in top.face and/or middle.face.
1837 */
1838
1839 /* If the top face also happens to be high visibility, re-do our
1840 * middle face. This should not happen, as we already have the
1841 * else statement above so middle should not get set. OTOH, it
1842 * may be possible for the faces to match but be different objects.
1843 */
1844 if (top == middle) middle=blank_face;
1845
1846 /* There are three posibilities at this point:
1847 * 1) top face is set, need middle to be set.
1848 * 2) middle is set, need to set top.
1849 * 3) neither middle or top is set - need to set both.
1850 */
1851
1852 for (tmp=last; tmp; tmp=tmp->below) {
1853 /* Once we get to a floor, stop, since we already have a floor object */
1854 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1855
1856 /* If two top faces are already set, quit processing */
1857 if ((top != blank_face) && (middle != blank_face)) break;
1858
1859 /* Only show visible faces, unless its the editor - show all */
1860 if (!tmp->invisible || editor) {
1861 /* Fill in top if needed */
1862 if (top == blank_face) {
1863 top = tmp->face;
1864 top_obj = tmp;
1865 if (top == middle) middle=blank_face;
1866 } else {
1867 /* top is already set - we should only get here if
1868 * middle is not set
1869 *
1870 * Set the middle face and break out, since there is nothing
1871 * more to fill in. We don't check visiblity here, since
1872 *
1873 */ 1079 */
1874 if (tmp->face != top ) { 1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1875 middle = tmp->face; 1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1876 middle_obj = tmp; 1083 middle = tmp;
1877 break;
1878 } 1084 }
1879 } 1085 }
1880 } 1086 }
1087
1088 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow;
1093
1094 allflags |= tmp->flag;
1095
1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 }
1099
1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1111 this->flags_ = flags;
1112 this->move_block = move_block & ~move_allow;
1113 this->move_on = move_on;
1114 this->move_off = move_off;
1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1118
1119 /* At this point, we have a floor face (if there is a floor),
1120 * and the floor is set - we are not going to touch it at
1121 * this point.
1122 * middle contains the highest visibility face.
1123 * top contains a player/monster face, if there is one.
1124 *
1125 * We now need to fill in top.face and/or middle.face.
1126 */
1127
1128 /* If the top face also happens to be high visibility, re-do our
1129 * middle face. This should not happen, as we already have the
1130 * else statement above so middle should not get set. OTOH, it
1131 * may be possible for the faces to match but be different objects.
1132 */
1133 if (top == middle)
1134 middle = 0;
1135
1136 /* There are three posibilities at this point:
1137 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both.
1140 */
1141
1142 for (object *tmp = last; tmp; tmp = tmp->below)
1881 } 1143 {
1882 if (middle == floor) middle = blank_face; 1144 /* Once we get to a floor, stop, since we already have a floor object */
1883 if (top == middle) middle = blank_face; 1145 if (tmp->flag [FLAG_IS_FLOOR])
1884 SET_MAP_FACE(m,x,y,top,0); 1146 break;
1885 if(top != blank_face)
1886 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1887 else
1888 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1889 SET_MAP_FACE(m,x,y,middle,1);
1890 if(middle != blank_face)
1891 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1892 else
1893 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1894 SET_MAP_FACE(m,x,y,floor,2);
1895 if(floor != blank_face)
1896 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1897 else
1898 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1899 SET_MAP_LIGHT(m,x,y,light);
1900}
1901 1147
1148 /* If two top faces are already set, quit processing */
1149 if (top && middle)
1150 break;
1902 1151
1903void set_map_reset_time(mapstruct *map) { 1152 /* Only show visible faces */
1904 int timeout; 1153 if (!tmp->invisible)
1154 {
1155 /* Fill in top if needed */
1156 if (!top)
1157 {
1158 top = tmp;
1159 if (top == middle)
1160 middle = 0;
1161 }
1162 else
1163 {
1164 /* top is already set - we should only get here if
1165 * middle is not set
1166 *
1167 * Set the middle face and break out, since there is nothing
1168 * more to fill in. We don't check visiblity here, since
1169 *
1170 */
1171 if (tmp != top)
1172 {
1173 middle = tmp;
1174 break;
1175 }
1176 }
1177 }
1178 }
1905 1179
1906 timeout = MAP_RESET_TIMEOUT(map); 1180 if (middle == floor)
1907 if (timeout <= 0) 1181 middle = 0;
1908 timeout = MAP_DEFAULTRESET;
1909 if (timeout >= MAP_MAXRESET)
1910 timeout = MAP_MAXRESET;
1911 MAP_WHEN_RESET(map) = seconds()+timeout;
1912}
1913 1182
1914/* this updates the orig_map->tile_map[tile_num] value after loading 1183 if (top == middle)
1915 * the map. It also takes care of linking back the freshly loaded 1184 middle = 0;
1916 * maps tile_map values if it tiles back to this one. It returns
1917 * the value of orig_map->tile_map[tile_num]. It really only does this
1918 * so that it is easier for calling functions to verify success.
1919 */
1920 1185
1921static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1186#if 0
1922{ 1187 faces_obj [0] = top;
1923 int dest_tile = (tile_num +2) % 4; 1188 faces_obj [1] = middle;
1924 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1189 faces_obj [2] = floor;
1190#endif
1191}
1925 1192
1926 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1193maptile *
1194maptile::tile_available (int dir, bool load)
1195{
1196 if (tile_path[dir])
1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1927 1200
1928 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1929 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1202 return tile_map[dir];
1930 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1203 }
1931 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1932 1204
1933 return orig_map->tile_map[tile_num]; 1205 return 0;
1934} 1206}
1935 1207
1936/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1937 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1938 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1939 * This is the function should always be used when it 1211 * This is the function should always be used when it
1940 * necessary to check for valid coordinates. 1212 * necessary to check for valid coordinates.
1941 * This function will recursively call itself for the 1213 * This function will recursively call itself for the
1942 * tiled maps. 1214 * tiled maps.
1943 * 1215 */
1944 * 1216int
1945 */
1946int out_of_map(mapstruct *m, int x, int y) 1217out_of_map (maptile *m, int x, int y)
1947{ 1218{
1948
1949 /* If we get passed a null map, this is obviously the 1219 /* If we get passed a null map, this is obviously the
1950 * case. This generally shouldn't happen, but if the 1220 * case. This generally shouldn't happen, but if the
1951 * map loads fail below, it could happen. 1221 * map loads fail below, it could happen.
1952 */ 1222 */
1953 if (!m) return 0; 1223 if (!m)
1954
1955 if (x<0) {
1956 if (!m->tile_path[3]) return 1;
1957 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1958 load_and_link_tiled_map(m, 3);
1959 }
1960 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1961 }
1962 if (x>=MAP_WIDTH(m)) {
1963 if (!m->tile_path[1]) return 1;
1964 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1965 load_and_link_tiled_map(m, 1);
1966 }
1967 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1968 }
1969 if (y<0) {
1970 if (!m->tile_path[0]) return 1;
1971 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1972 load_and_link_tiled_map(m, 0);
1973 }
1974 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1975 }
1976 if (y>=MAP_HEIGHT(m)) {
1977 if (!m->tile_path[2]) return 1;
1978 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1979 load_and_link_tiled_map(m, 2);
1980 }
1981 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1982 }
1983
1984 /* Simple case - coordinates are within this local
1985 * map.
1986 */
1987 return 0; 1224 return 0;
1225
1226 if (x < 0)
1227 {
1228 if (!m->tile_available (3))
1229 return 1;
1230
1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1232 }
1233
1234 if (x >= m->width)
1235 {
1236 if (!m->tile_available (1))
1237 return 1;
1238
1239 return out_of_map (m->tile_map[1], x - m->width, y);
1240 }
1241
1242 if (y < 0)
1243 {
1244 if (!m->tile_available (0))
1245 return 1;
1246
1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1248 }
1249
1250 if (y >= m->height)
1251 {
1252 if (!m->tile_available (2))
1253 return 1;
1254
1255 return out_of_map (m->tile_map[2], x, y - m->height);
1256 }
1257
1258 /* Simple case - coordinates are within this local
1259 * map.
1260 */
1261 return 0;
1988} 1262}
1989 1263
1990/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
1991 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
1992 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
1993 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
1994 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
1995 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
1996 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
1997 */ 1271 */
1998mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1272maptile *
1273maptile::xy_find (sint16 &x, sint16 &y)
1999{ 1274{
2000 1275 if (x < 0)
2001 if (*x<0) {
2002 if (!m->tile_path[3]) return NULL;
2003 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 3);
2005
2006 *x += MAP_WIDTH(m->tile_map[3]);
2007 return (get_map_from_coord(m->tile_map[3], x, y));
2008 } 1276 {
2009 if (*x>=MAP_WIDTH(m)) { 1277 if (!tile_available (3))
2010 if (!m->tile_path[1]) return NULL; 1278 return 0;
2011 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 1);
2013 1279
2014 *x -= MAP_WIDTH(m); 1280 x += tile_map[3]->width;
2015 return (get_map_from_coord(m->tile_map[1], x, y)); 1281 return tile_map[3]->xy_find (x, y);
1282 }
1283
1284 if (x >= width)
2016 } 1285 {
2017 if (*y<0) { 1286 if (!tile_available (1))
2018 if (!m->tile_path[0]) return NULL; 1287 return 0;
2019 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 0);
2021 1288
2022 *y += MAP_HEIGHT(m->tile_map[0]); 1289 x -= width;
2023 return (get_map_from_coord(m->tile_map[0], x, y)); 1290 return tile_map[1]->xy_find (x, y);
1291 }
1292
1293 if (y < 0)
2024 } 1294 {
2025 if (*y>=MAP_HEIGHT(m)) { 1295 if (!tile_available (0))
2026 if (!m->tile_path[2]) return NULL; 1296 return 0;
2027 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 2);
2029 1297
2030 *y -= MAP_HEIGHT(m); 1298 y += tile_map[0]->height;
2031 return (get_map_from_coord(m->tile_map[2], x, y)); 1299 return tile_map[0]->xy_find (x, y);
1300 }
1301
1302 if (y >= height)
2032 } 1303 {
1304 if (!tile_available (2))
1305 return 0;
2033 1306
1307 y -= height;
1308 return tile_map[2]->xy_find (x, y);
1309 }
1310
2034 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
2035 * map. 1312 * map.
2036 */ 1313 */
2037 1314 return this;
2038 return m;
2039} 1315}
2040 1316
2041/** 1317/**
2042 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
2043 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
2044 */ 1320 */
2045static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1321int
1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1323{
2046 if (!map1 || !map2) 1324 if (!map1 || !map2)
2047 return 0; 1325 return 0;
2048 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
2049 if (map1 == map2) { 1329 if (map1 == map2)
1330 {
2050 *dx = 0; 1331 *dx = 0;
2051 *dy = 0; 1332 *dy = 0;
2052 1333 }
2053 } else if (map1->tile_map[0] == map2) { /* up */ 1334 else if (map1->tile_available (0, false) == map2)
1335 { /* up */
2054 *dx = 0; 1336 *dx = 0;
2055 *dy = -MAP_HEIGHT(map2); 1337 *dy = -map2->height;
2056 } else if (map1->tile_map[1] == map2) { /* right */ 1338 }
2057 *dx = MAP_WIDTH(map1); 1339 else if (map1->tile_available (1, false) == map2)
1340 { /* right */
1341 *dx = map1->width;
2058 *dy = 0; 1342 *dy = 0;
2059 } else if (map1->tile_map[2] == map2) { /* down */ 1343 }
1344 else if (map1->tile_available (2, false) == map2)
1345 { /* down */
2060 *dx = 0; 1346 *dx = 0;
2061 *dy = MAP_HEIGHT(map1); 1347 *dy = map1->height;
2062 } else if (map1->tile_map[3] == map2) { /* left */ 1348 }
2063 *dx = -MAP_WIDTH(map2); 1349 else if (map1->tile_available (3, false) == map2)
1350 { /* left */
1351 *dx = -map2->width;
2064 *dy = 0; 1352 *dy = 0;
2065 1353 }
2066 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1355 { /* up right */
2067 *dx = MAP_WIDTH(map1->tile_map[0]); 1356 *dx = map1->tile_map[0]->width;
2068 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1357 *dy = -map1->tile_map[0]->height;
1358 }
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
2070 *dx = -MAP_WIDTH(map2); 1360 { /* up left */
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1361 *dx = -map2->width;
1362 *dy = -map1->tile_map[0]->height;
1363 }
2072 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
2073 *dx = MAP_WIDTH(map1); 1365 { /* right up */
2074 *dy = -MAP_HEIGHT(map2); 1366 *dx = map1->width;
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1367 *dy = -map2->height;
2076 *dx = MAP_WIDTH(map1); 1368 }
2077 *dy = MAP_HEIGHT(map1->tile_map[1]); 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
2078 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1370 { /* right down */
1371 *dx = map1->width;
1372 *dy = map1->tile_map[1]->height;
1373 }
1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1375 { /* down right */
2079 *dx = MAP_WIDTH(map1->tile_map[2]); 1376 *dx = map1->tile_map[2]->width;
2080 *dy = MAP_HEIGHT(map1); 1377 *dy = map1->height;
1378 }
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
2082 *dx = -MAP_WIDTH(map2); 1380 { /* down left */
2083 *dy = MAP_HEIGHT(map1); 1381 *dx = -map2->width;
1382 *dy = map1->height;
1383 }
2084 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1385 { /* left up */
2085 *dx = -MAP_WIDTH(map1->tile_map[3]); 1386 *dx = -map1->tile_map[3]->width;
2086 *dy = -MAP_HEIGHT(map2); 1387 *dy = -map2->height;
1388 }
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1390 { /* left down */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]); 1391 *dx = -map1->tile_map[3]->width;
2089 *dy = MAP_HEIGHT(map1->tile_map[3]); 1392 *dy = map1->tile_map[3]->height;
2090
2091 } else { /* not "adjacent" enough */
2092 return 0;
2093 } 1393 }
2094 1394 else
2095 return 1; 1395 return 0;
1396
1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
2096} 1415}
2097 1416
2098/* From map.c 1417/* From map.c
2099 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
2100 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
2101 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
2102 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
2103 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
2104 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
2105 * monster that is closest. 1424 * monster that is closest.
2106 * 1425 *
2107 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
2108 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
2113 * be unexpected 1432 * be unexpected
2114 * 1433 *
2115 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
2116 * closest body part of 'op1' 1435 * closest body part of 'op1'
2117 */ 1436 */
2118 1437void
2119void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1439{
2120 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1441 {
2121 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
2122 retval->distance = 100000; 1443 retval->distance = 10000;
2123 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
2124 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
2125 retval->direction = 0; 1446 retval->direction = 0;
2126 retval->part = 0; 1447 retval->part = 0;
2127 } else { 1448 }
2128 object *best; 1449 else
2129 1450 {
2130 retval->distance_x += op2->x-op1->x; 1451 retval->distance_x += op2->x - op1->x;
2131 retval->distance_y += op2->y-op1->y; 1452 retval->distance_y += op2->y - op1->y;
2132 1453
2133 best = op1; 1454 object *best = op1;
1455
2134 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
2135 if (!(flags&0x1) && op1->more) { 1457 if (!(flags & 1) && op1->more)
2136 object *tmp; 1458 {
2137 int best_distance = retval->distance_x*retval->distance_x+ 1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
2138 retval->distance_y*retval->distance_y, tmpi;
2139 1460
2140 /* we just take the offset of the piece to head to figure 1461 /* we just take the offset of the piece to head to figure
2141 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
2142 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
2143 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
2144 * below works. 1465 * below works.
2145 */ 1466 */
2146 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1468 {
2147 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1469 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2148 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1470
2149 if (tmpi < best_distance) { 1471 if (tmpi < best_distance)
1472 {
2150 best_distance = tmpi; 1473 best_distance = tmpi;
2151 best = tmp; 1474 best = tmp;
2152 } 1475 }
2153 } 1476 }
1477
2154 if (best != op1) { 1478 if (best != op1)
1479 {
2155 retval->distance_x += op1->x-best->x; 1480 retval->distance_x += op1->x - best->x;
2156 retval->distance_y += op1->y-best->y; 1481 retval->distance_y += op1->y - best->y;
2157 } 1482 }
2158 } 1483 }
1484
2159 retval->part = best; 1485 retval->part = best;
2160 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2161 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2162 } 1488 }
2163} 1489}
2164 1490
2165/* this is basically the same as get_rangevector above, but instead of 1491/* this is basically the same as get_rangevector above, but instead of
2166 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
2170 * flags has no meaning for this function at this time - I kept it in to 1496 * flags has no meaning for this function at this time - I kept it in to
2171 * be more consistant with the above function and also in case they are needed 1497 * be more consistant with the above function and also in case they are needed
2172 * for something in the future. Also, since no object is pasted, the best 1498 * for something in the future. Also, since no object is pasted, the best
2173 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
2174 */ 1500 */
2175 1501void
2176void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1502get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1503{
2177 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1504 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1505 {
2178 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
2179 retval->distance = 100000; 1507 retval->distance = 100000;
2180 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
2181 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
2182 retval->direction = 0; 1510 retval->direction = 0;
2183 retval->part = 0; 1511 retval->part = 0;
2184 } else { 1512 }
1513 else
1514 {
2185 retval->distance_x += op2->x-x; 1515 retval->distance_x += op2->x - x;
2186 retval->distance_y += op2->y-y; 1516 retval->distance_y += op2->y - y;
2187 1517
2188 retval->part = NULL; 1518 retval->part = 0;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2191 } 1521 }
2192} 1522}
2193 1523
2194/* Returns true of op1 and op2 are effectively on the same map 1524/* Returns true of op1 and op2 are effectively on the same map
2195 * (as related to map tiling). Note that this looks for a path from 1525 * (as related to map tiling). Note that this looks for a path from
2196 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1526 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2197 * to op1, this will still return false. 1527 * to op1, this will still return false.
2198 * Note we only look one map out to keep the processing simple 1528 * Note we only look one map out to keep the processing simple
2199 * and efficient. This could probably be a macro. 1529 * and efficient. This could probably be a macro.
2200 * MSW 2001-08-05 1530 * MSW 2001-08-05
2201 */ 1531 */
1532int
2202int on_same_map(const object *op1, const object *op2) { 1533on_same_map (const object *op1, const object *op2)
1534{
2203 int dx, dy; 1535 int dx, dy;
2204 1536
2205 return adjacent_map(op1->map, op2->map, &dx, &dy); 1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
2206} 1538}
1539
1540//-GPL
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//+GPL
1564
1565/* picks a random object from a style map.
1566 */
1567object *
1568maptile::pick_random_object (rand_gen &gen) const
1569{
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // must be head: do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick;
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find (shstr_bug);
1587}
1588
1589//-GPL
1590
1591void
1592maptile::play_sound (faceidx sound, int x, int y) const
1593{
1594 if (!sound)
1595 return;
1596
1597 for_all_players_on_map (pl, this)
1598 if (client *ns = pl->ns)
1599 {
1600 int dx = x - pl->ob->x;
1601 int dy = y - pl->ob->y;
1602
1603 int distance = idistance (dx, dy);
1604
1605 if (distance <= MAX_SOUND_DISTANCE)
1606 ns->play_sound (sound, dx, dy);
1607 }
1608}
1609
1610void
1611maptile::say_msg (const char *msg, int x, int y) const
1612{
1613 for_all_players (pl)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1623 }
1624}
1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1627
1628static void
1629split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1630{
1631 // clip to map to the left
1632 if (x0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1635 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1636
1637 if (x1 < 0) // entirely to the left
1638 return;
1639
1640 x0 = 0;
1641 }
1642
1643 // clip to map to the right
1644 if (x1 > m->width)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1647 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1648
1649 if (x0 > m->width) // entirely to the right
1650 return;
1651
1652 x1 = m->width;
1653 }
1654
1655 // clip to map above
1656 if (y0 < 0)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_UP, 1))
1659 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1660
1661 if (y1 < 0) // entirely above
1662 return;
1663
1664 y0 = 0;
1665 }
1666
1667 // clip to map below
1668 if (y1 > m->height)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1671 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1672
1673 if (y0 > m->height) // entirely below
1674 return;
1675
1676 y1 = m->height;
1677 }
1678
1679 // if we get here, the rect is within the current map
1680 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1681
1682 r->m = m;
1683 r->x0 = x0;
1684 r->y0 = y0;
1685 r->x1 = x1;
1686 r->y1 = y1;
1687 r->dx = dx;
1688 r->dy = dy;
1689}
1690
1691maprect *
1692maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1693{
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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