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Comparing deliantra/server/common/map.C (file contents):
Revision 1.41 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.207 by root, Thu May 5 18:59:43 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
30//+GPL
33 31
34/* 32sint8 maptile::outdoor_darkness;
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232}
233 33
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
237 * 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 * 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
241 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
243 */ 43 */
244int 44int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 46{
247 sint16 newx, newy; 47 sint16 newx = x;
248 int retval = 0; 48 sint16 newy = y;
249 maptile *mp;
250 49
251 if (out_of_map (oldmap, x, y)) 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
252 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 54
265 retval |= mp->spaces[newx + mp->width * newy].flags; 55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
266 58
267 return retval; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 60}
269 61
270/* 62/*
271 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
280 * by the caller. 72 * by the caller.
281 */ 73 */
282int 74int
283blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
284{ 76{
285 object *tmp;
286 int mflags, blocked;
287
288 /* 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
289 * have already checked this. 78 * have already checked this.
290 */ 79 */
291 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
292 { 81 {
293 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");
294 return 1; 83 return 1;
295 } 84 }
296 85
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
298 * directly.
299 */
300 mflags = m->spaces[sx + m->width * sy].flags;
301 87
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
303 90
304 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
306 * things we need to do for players. 93 * things we need to do for players.
307 */ 94 */
308 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
309 return 0; 96 return 0;
310 97
311 /* 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
312 * 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
313 * 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
314 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
315 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
316 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
317 */ 104 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 106 return 0;
320 107
321 if (ob->head != NULL)
322 ob = ob->head; 108 ob = ob->head_ ();
323 109
324 /* 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
325 * 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
326 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
328 */ 114 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
330 { 116 {
331 117 if (OB_MOVE_BLOCK (ob, tmp))
332 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 118 {
335 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
336 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
337 * pass through this space. 121 return 1;
338 */ 122 else
339 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
340 { 126 {
341 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
342 return 1; 131 return 1;
343 else 132 }
344 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
345 } 142 }
346 else 143 else
347 { 144 return 1; // unconditional block
348 /* In this case, the player must not have the object - 145
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else 146 } else {
358 { 147 // space does not block the ob, directly, but
359 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
360 * this more readable. first check - if the space blocks 149 // blocks anything
361 * movement, can't move here. 150
362 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
363 * hidden dm 152 && tmp->type != DOOR
364 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
365 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369 return 1; 154 return 1;
370 } 155 }
371
372 } 156 }
157
373 return 0; 158 return 0;
374} 159}
375 160
376
377/* 161/*
378 * 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
379 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
383 * 167 *
384 * 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.
385 * 169 *
386 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
398 * 182 *
399 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
400 * 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
401 * against the move_block values. 185 * against the move_block values.
402 */ 186 */
403 187bool
404int 188object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 189{
407 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
421 193
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 194 if (!pos.normalise ())
423 { 195 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 196
426 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 198
428 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 200 return 1;
430 201
431 /* find_first_free_spot() calls this function. However, often 202 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 203 * (signifying non-moving objects)
433 * 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.
434 */ 205 */
435 206 if (!move_type && ms.move_block != MOVE_ALL)
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue; 207 continue;
438 208
439 /* 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
440 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
441 */ 211 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 212 if (ms.blocks (move_type))
443 return AB_NO_PASS; 213 return 1;
444
445 } 214 }
215
446 return 0; 216 return 0;
447} 217}
448 218
449/* When the map is loaded, load_object does not actually insert objects 219//-GPL
450 * into inventory, but just links them. What this does is go through
451 * and insert them properly.
452 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight.
454 */
455 220
456void 221void
457fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
458{ 223{
459 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
460 226
461 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
462 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
463 { 229 tmp->flag [flag] = value;
464 next = tmp->below;
465 if (tmp->inv)
466 fix_container (tmp);
467 (void) insert_ob_in_ob (tmp, container);
468 tmp = next;
469 }
470 /* sum_weight will go through and calculate what all the containers are
471 * carrying.
472 */
473 sum_weight (container);
474} 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
475 259
476/* 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
477 * 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
478 * 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
479 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 264 */
482 265void
483static void 266maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 267{
486 int x, y; 268 if (!spaces)
487 object *tmp, *op, *last, *above; 269 return;
488 archetype *at;
489 270
490 for (x = 0; x < MAP_WIDTH (m); x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 272 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
493 { 275 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 278 {
505 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
506 281
507 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 286
512 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 289 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
521 } /* for at = tmp->arch->more */ 291 op = op->above;
522 } /* for objects on this space */ 292 }
293 }
523} 294}
295
296//-GPL
524 297
525/* 298/*
526 * 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
527 * file pointer. 300 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 301 */
530void 302bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
532{ 304{
533 int i, j; 305 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 306 {
542 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 308
544 * or editor will not be able to do anything with it either. 309 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 310 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
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
549 continue; 346 continue;
550 }
551 347
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561
562 if (op->inv)
563 sum_weight (op);
564
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE: 348 case KW_EOF:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
570 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
571 break; 354 break;
572 } 355 }
573 356
574 if (mapflags & MAP_STYLE) 357 f.next ();
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 358 }
583 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374}
375
376void
377maptile::deactivate ()
378{
379 if (state != MAP_ACTIVE)
380 return;
381
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->deactivate_recursive ();
385
386 state = MAP_INACTIVE;
387}
388
389bool
390maptile::_save_objects (object_freezer &f, int flags)
391{
392 coroapi::cede_to_tick ();
393
394 if (flags & IO_HEADER)
395 _save_header (f);
396
397 if (!spaces)
398 return false;
399
400 for (int i = 0; i < size (); ++i)
401 {
402 bool unique = 0;
403
404 for (object *op = spaces [i].bot; op; op = op->above)
584 { 405 {
585 unique = 0; 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
586 /* check for unique items, or unique squares */ 407
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 408 if (expect_false (!op->can_map_save ()))
409 continue;
410
411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
588 { 412 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 413 if (flags & IO_UNIQUES)
590 unique = 1; 414 op->write (f);
591
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 } 415 }
416 else if (expect_true (flags & IO_OBJECTS))
417 op->write (f);
595 } 418 }
596 } 419 }
597 420
598 op->destroy (); 421 coroapi::cede_to_tick ();
599 link_multipart_objects (m);
600}
601 422
602/* This saves all the objects on the map in a non destructive fashion. 423 return true;
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 424}
604 * and we only save the head of multi part objects - this is needed 425
605 * in order to do map tiling properly. 426bool
427maptile::_save_objects (const char *path, int flags)
428{
429 object_freezer freezer;
430
431 if (!_save_objects (freezer, flags))
432 return false;
433
434 return freezer.save (path);
435}
436
437void
438maptile::init ()
439{
440 state = MAP_SWAPPED;
441
442 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour.
606 */ 444 */
607void 445 width = 16;
608save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 446 height = 16;
609{ 447 timeout = 300;
610 int i, j = 0, unique = 0; 448 max_items = MAX_ITEM_PER_ACTION;
611 object *op; 449 max_volume = 2000000; // 2m³
612 450 reset_timeout = 0;
613 /* first pass - save one-part objects */ 451 enter_x = 0;
614 for (i = 0; i < MAP_WIDTH (m); i++) 452 enter_y = 0;
615 for (j = 0; j < MAP_HEIGHT (m); j++)
616 {
617 unique = 0;
618 for (op = get_map_ob (m, i, j); op; op = op->above)
619 {
620 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
621 unique = 1;
622
623 if (op->type == PLAYER)
624 {
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628
629 if (op->head || op->owner)
630 continue;
631
632 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
633 save_object (fp2, op, 3);
634 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635 save_object (fp, op, 3);
636
637 } /* for this space */
638 } /* for this j */
639} 453}
640 454
641maptile::maptile () 455maptile::maptile ()
642{ 456{
643 in_memory = MAP_SWAPPED; 457 init ();
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH (this) = 16;
648 MAP_HEIGHT (this) = 16;
649 MAP_RESET_TIMEOUT (this) = 0;
650 MAP_TIMEOUT (this) = 300;
651 MAP_ENTER_X (this) = 0;
652 MAP_ENTER_Y (this) = 0;
653 /*set part to -1 indicating conversion to weather map not yet done */
654 MAP_WORLDPARTX (this) = -1;
655 MAP_WORLDPARTY (this) = -1;
656} 458}
657 459
658/* 460maptile::maptile (int w, int h)
659 * Allocates, initialises, and returns a pointer to a maptile.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663maptile *
664get_linked_map (void)
665{ 461{
666 maptile *mp, *map = new maptile; 462 init ();
667 463
668 for (mp = first_map; mp && mp->next; mp = mp->next); 464 width = w;
465 height = h;
669 466
670 if (mp == NULL) 467 alloc ();
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676} 468}
677 469
678/* 470/*
679 * Allocates the arrays contained in a maptile. 471 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the 472 * This basically allocates the dynamic array of spaces for the
681 * map. 473 * map.
682 */ 474 */
683void 475void
684maptile::allocate () 476maptile::alloc ()
685{ 477{
686 in_memory = MAP_IN_MEMORY;
687
688 /* Log this condition and free the storage. We could I suppose
689 * realloc, but if the caller is presuming the data will be intact,
690 * that is their poor assumption.
691 */
692 if (spaces) 478 if (spaces)
693 {
694 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695 free (spaces);
696 }
697
698 spaces = (MapSpace *)
699 calloc (1, width * height * sizeof (MapSpace));
700
701 if (!spaces)
702 fatal (OUT_OF_MEMORY);
703}
704
705/* Create and returns a map of the specific size. Used
706 * in random map code and the editor.
707 */
708maptile *
709get_empty_map (int sizex, int sizey)
710{
711 maptile *m = get_linked_map ();
712
713 m->width = sizex;
714 m->height = sizey;
715 m->in_memory = MAP_SWAPPED;
716 m->allocate ();
717
718 return m; 479 return;
480
481 spaces = salloc0<mapspace> (size ());
719} 482}
483
484//+GPL
720 485
721/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* Takes a string from a map definition and outputs a pointer to the array of shopitems
722 * corresponding to that string. Memory is allocated for this, it must be freed 487 * corresponding to that string. Memory is allocated for this, it must be freed
723 * at a later date. 488 * at a later date.
724 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
725 */ 490 */
726
727static shopitems * 491static shopitems *
728parse_shop_string (const char *input_string) 492parse_shop_string (const char *input_string)
729{ 493{
730 char *shop_string, *p, *q, *next_semicolon, *next_colon; 494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL; 495 shopitems *items = NULL;
732 int i = 0, number_of_entries = 0; 496 int i = 0, number_of_entries = 0;
733 const typedata *current_type; 497 const typedata *current_type;
734 498
735 shop_string = strdup_local (input_string); 499 shop_string = strdup (input_string);
736 p = shop_string; 500 p = shop_string;
737 /* first we'll count the entries, we'll need that for allocating the array shortly */ 501 /* first we'll count the entries, we'll need that for allocating the array shortly */
738 while (p) 502 while (p)
739 { 503 {
740 p = strchr (p, ';'); 504 p = strchr (p, ';');
741 number_of_entries++; 505 number_of_entries++;
742 if (p) 506 if (p)
743 p++; 507 p++;
744 } 508 }
509
745 p = shop_string; 510 p = shop_string;
746 strip_endline (p); 511 strip_endline (p);
747 items = new shopitems[number_of_entries + 1]; 512 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++) 513 for (i = 0; i < number_of_entries; i++)
749 { 514 {
750 if (!p) 515 if (!p)
751 { 516 {
752 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
753 break; 518 break;
754 } 519 }
520
755 next_semicolon = strchr (p, ';'); 521 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':'); 522 next_colon = strchr (p, ':');
757 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1); 525 items[i].strength = atoi (strchr (p, ':') + 1);
786 * the next entry while we're at it, better print a warning 552 * the next entry while we're at it, better print a warning
787 */ 553 */
788 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789 } 555 }
790 } 556 }
557
791 items[i].index = number_of_entries; 558 items[i].index = number_of_entries;
792 if (next_semicolon) 559 if (next_semicolon)
793 p = ++next_semicolon; 560 p = ++next_semicolon;
794 else 561 else
795 p = NULL; 562 p = NULL;
796 } 563 }
564
797 free (shop_string); 565 free (shop_string);
798 return items; 566 return items;
799} 567}
800 568
801/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
802 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
803static void 571static const char *
804print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
805{ 573{
806 int i; 574 static dynbuf_text buf; buf.clear ();
807 char tmp[MAX_BUF]; 575 bool first = true;
808 576
809 strcpy (output_string, "");
810 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
811 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
812 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
813 { 585 {
814 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
815 {
816 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 587 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
817 }
818 else 588 else
819 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
820 } 590 }
821 else 591 else
822 { 592 {
823 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
826 }
827 else 595 else
828 sprintf (tmp, "*"); 596 buf.printf ("*");
829 } 597 }
830 strcat (output_string, tmp);
831 } 598 }
599
600 return buf;
832} 601}
602
603//-GPL
833 604
834/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
835 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
836 * this used to be stored in the map object, but with the 607 * this used to be stored in the map object, but with the
837 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
839 * put all the stuff in the map object so that names actually make 610 * put all the stuff in the map object so that names actually make
840 * sense. 611 * sense.
841 * This could be done in lex (like the object loader), but I think 612 * This could be done in lex (like the object loader), but I think
842 * currently, there are few enough fields this is not a big deal. 613 * currently, there are few enough fields this is not a big deal.
843 * MSW 2001-07-01 614 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */ 615 */
846 616bool
847static int 617maptile::_load_header (object_thawer &thawer)
848load_map_header (object_thawer & fp, maptile *m)
849{ 618{
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 619 for (;;)
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 { 620 {
856 buf[HUGE_BUF - 1] = 0; 621 switch (thawer.kw)
857 key = buf;
858
859 while (isspace (*key))
860 key++;
861
862 if (*key == 0)
863 continue; /* empty line */
864
865 value = strchr (key, ' ');
866
867 if (!value)
868 { 622 {
869 if ((end = strchr (key, '\n'))) 623 case KW_msg:
870 *end = 0; 624 thawer.get_ml (KW_endmsg, msg);
625 break;
626
627 case KW_lore: // deliantra extension
628 thawer.get_ml (KW_endlore, maplore);
629 break;
630
631 case KW_maplore:
632 thawer.get_ml (KW_endmaplore, maplore);
633 break;
634
635 case KW_arch:
636 if (strcmp (thawer.get_str (), "map"))
637 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
638 break;
639
640 case KW_oid:
641 thawer.get (this, thawer.get_sint32 ());
642 break;
643
644 case KW_file_format_version: break; // nop
645
646 case KW_name: thawer.get (name); break;
647 case KW_attach: thawer.get (attach); break;
648 case KW_reset_time: thawer.get (reset_time); break;
649 case KW_shopgreed: thawer.get (shopgreed); break;
650 case KW_shopmin: thawer.get (shopmin); break;
651 case KW_shopmax: thawer.get (shopmax); break;
652 case KW_shoprace: thawer.get (shoprace); break;
653 case KW_outdoor: thawer.get (outdoor); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: thawer.get (default_region); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map"))
691 return false;
692 break;
871 } 693 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877 694
878 while (isspace (*value)) 695 thawer.next ();
879 {
880 value++;
881
882 if (*value == '\0' || value == end)
883 {
884 /* Nothing but spaces. */
885 value = NULL;
886 break;
887 }
888 }
889 }
890
891 if (!end)
892 {
893 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894 return 1;
895 }
896
897 /* key is the field name, value is what it should be set
898 * to. We've already done the work to null terminate key,
899 * and strip off any leading spaces for both of these.
900 * We have not touched the newline at the end of the line -
901 * these are needed for some values. the end pointer
902 * points to the first of the newlines.
903 * value could be NULL! It would be easy enough to just point
904 * this to "" to prevent cores, but that would let more errors slide
905 * through.
906 *
907 * First check for entries that do not use the value parameter, then
908 * validate that value is given and check for the remaining entries
909 * that use the parameter.
910 */
911
912 if (!strcmp (key, "msg"))
913 {
914 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 {
916 if (!strcmp (buf, "endmsg\n"))
917 break;
918 else
919 {
920 /* slightly more efficient than strcat */
921 strcpy (msgbuf + msgpos, buf);
922 msgpos += strlen (buf);
923 }
924 }
925 /* There are lots of maps that have empty messages (eg, msg/endmsg
926 * with nothing between). There is no reason in those cases to
927 * keep the empty message. Also, msgbuf contains garbage data
928 * when msgpos is zero, so copying it results in crashes
929 */
930 if (msgpos != 0)
931 m->msg = strdup_local (msgbuf);
932 }
933 else if (!strcmp (key, "maplore"))
934 {
935 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 {
937 if (!strcmp (buf, "endmaplore\n"))
938 break;
939 else
940 {
941 /* slightly more efficient than strcat */
942 strcpy (maplorebuf + maplorepos, buf);
943 maplorepos += strlen (buf);
944 }
945 }
946 if (maplorepos != 0)
947 m->maplore = strdup_local (maplorebuf);
948 }
949 else if (!strcmp (key, "end"))
950 {
951 break;
952 }
953 else if (value == NULL)
954 {
955 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956 }
957 else if (!strcmp (key, "arch"))
958 {
959 /* This is an oddity, but not something we care about much. */
960 if (strcmp (value, "map\n"))
961 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962 }
963 else if (!strcmp (key, "name"))
964 {
965 *end = 0;
966 m->name = strdup_local (value);
967 }
968 /* first strcmp value on these are old names supported
969 * for compatibility reasons. The new values (second) are
970 * what really should be used.
971 */
972 else if (!strcmp (key, "oid"))
973 fp.get (m, atoi (value));
974 else if (!strcmp (key, "attach"))
975 m->attach = value;
976 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 m->enter_x = atoi (value);
978 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 m->enter_y = atoi (value);
980 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 m->width = atoi (value);
982 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 m->height = atoi (value);
984 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 m->reset_timeout = atoi (value);
986 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 m->timeout = atoi (value);
988 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 m->darkness = atoi (value);
992 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 m->fixed_resettime = atoi (value);
994 else if (!strcmp (key, "unique"))
995 m->unique = atoi (value);
996 else if (!strcmp (key, "template"))
997 m->templatemap = atoi (value);
998 else if (!strcmp (key, "region"))
999 m->region = get_region_by_name (value);
1000 else if (!strcmp (key, "shopitems"))
1001 {
1002 *end = 0;
1003 m->shopitems = parse_shop_string (value);
1004 }
1005 else if (!strcmp (key, "shopgreed"))
1006 m->shopgreed = atof (value);
1007 else if (!strcmp (key, "shopmin"))
1008 m->shopmin = atol (value);
1009 else if (!strcmp (key, "shopmax"))
1010 m->shopmax = atol (value);
1011 else if (!strcmp (key, "shoprace"))
1012 {
1013 *end = 0;
1014 m->shoprace = strdup_local (value);
1015 }
1016 else if (!strcmp (key, "outdoor"))
1017 m->outdoor = atoi (value);
1018 else if (!strcmp (key, "temp"))
1019 m->temp = atoi (value);
1020 else if (!strcmp (key, "pressure"))
1021 m->pressure = atoi (value);
1022 else if (!strcmp (key, "humid"))
1023 m->humid = atoi (value);
1024 else if (!strcmp (key, "windspeed"))
1025 m->windspeed = atoi (value);
1026 else if (!strcmp (key, "winddir"))
1027 m->winddir = atoi (value);
1028 else if (!strcmp (key, "sky"))
1029 m->sky = atoi (value);
1030 else if (!strcmp (key, "nosmooth"))
1031 m->nosmooth = atoi (value);
1032 else if (!strncmp (key, "tile_path_", 10))
1033 {
1034 int tile = atoi (key + 10);
1035
1036 if (tile < 1 || tile > 4)
1037 {
1038 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039 }
1040 else
1041 {
1042 char *path;
1043
1044 *end = 0;
1045
1046 if (m->tile_path[tile - 1])
1047 {
1048 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049 free (m->tile_path[tile - 1]);
1050 m->tile_path[tile - 1] = NULL;
1051 }
1052
1053 if (check_path (value, 1) != -1)
1054 {
1055 /* The unadorned path works. */
1056 path = value;
1057 }
1058 else
1059 {
1060 /* Try again; it could be a relative exit. */
1061
1062 path = path_combine_and_normalize (m->path, value);
1063
1064 if (check_path (path, 1) == -1)
1065 {
1066 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067 path = NULL;
1068 }
1069 }
1070
1071 if (editor)
1072 {
1073 /* Use the value as in the file. */
1074 m->tile_path[tile - 1] = strdup_local (value);
1075 }
1076 else if (path != NULL)
1077 {
1078 /* Use the normalized value. */
1079 m->tile_path[tile - 1] = strdup_local (path);
1080 }
1081 } /* end if tile direction (in)valid */
1082 }
1083 else
1084 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 }
1086
1087 if (!key || strcmp (key, "end"))
1088 { 696 }
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092 697
1093 return 0; 698 abort ();
1094} 699}
1095 700
1096/* 701//+GPL
1097 * Opens the file "filename" and reads information about the map
1098 * from the given file, and stores it in a newly allocated
1099 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 * flags correspond to those in map.h. Main ones used are
1101 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102 * MAP_BLOCK, in which case we block on this load. This happens in all
1103 * cases, no matter if this flag is set or not.
1104 * MAP_STYLE: style map - don't add active objects, don't add to server
1105 * managed map list.
1106 */
1107
1108maptile *
1109load_original_map (const char *filename, int flags)
1110{
1111 maptile *m;
1112 char pathname[MAX_BUF];
1113
1114 if (flags & MAP_PLAYER_UNIQUE)
1115 strcpy (pathname, filename);
1116 else if (flags & MAP_OVERLAY)
1117 strcpy (pathname, create_overlay_pathname (filename));
1118 else
1119 strcpy (pathname, create_pathname (filename));
1120
1121 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122
1123 object_thawer thawer (pathname);
1124
1125 if (!thawer)
1126 return 0;
1127
1128 m = get_linked_map ();
1129
1130 strcpy (m->path, filename);
1131 if (load_map_header (thawer, m))
1132 {
1133 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134 delete_map (m);
1135 return NULL;
1136 }
1137
1138 m->allocate ();
1139
1140 m->in_memory = MAP_LOADING;
1141 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142
1143 m->in_memory = MAP_IN_MEMORY;
1144 if (!MAP_DIFFICULTY (m))
1145 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146 set_map_reset_time (m);
1147 m->instantiate ();
1148 return (m);
1149}
1150
1151/*
1152 * Loads a map, which has been loaded earlier, from file.
1153 * Return the map object we load into (this can change from the passed
1154 * option if we can't find the original map)
1155 */
1156
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210
1211maptile *
1212load_overlay_map (const char *filename, maptile *m)
1213{
1214 char pathname[MAX_BUF];
1215
1216 strcpy (pathname, create_overlay_pathname (filename));
1217
1218 object_thawer thawer (pathname);
1219
1220 if (!thawer)
1221 return m;
1222
1223 if (load_map_header (thawer, m))
1224 {
1225 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226 delete_map (m);
1227 m = load_original_map (m->path, 0);
1228 return NULL;
1229 }
1230 /*m->allocate ();*/
1231
1232 m->in_memory = MAP_LOADING;
1233 load_objects (m, thawer, MAP_OVERLAY);
1234
1235 m->in_memory = MAP_IN_MEMORY;
1236 return m;
1237}
1238 702
1239/****************************************************************************** 703/******************************************************************************
1240 * This is the start of unique map handling code 704 * This is the start of unique map handling code
1241 *****************************************************************************/ 705 *****************************************************************************/
1242 706
1243/* This goes through map 'm' and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
1244static void 708void
1245delete_unique_items (maptile *m) 709maptile::clear_unique_items ()
1246{ 710{
1247 int i, j, unique; 711 for (int i = 0; i < size (); ++i)
1248 object *op, *next;
1249
1250 for (i = 0; i < MAP_WIDTH (m); i++)
1251 for (j = 0; j < MAP_HEIGHT (m); j++)
1252 { 712 {
1253 unique = 0; 713 int unique = 0;
714 for (object *op = spaces [i].bot; op; )
715 {
716 object *above = op->above;
1254 717
1255 for (op = get_map_ob (m, i, j); op; op = next) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1;
720
721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy ();
723
724 op = above;
725 }
726 }
727}
728
729//-GPL
730
731bool
732maptile::_save_header (object_freezer &freezer)
733{
734#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736
737 MAP_OUT2 (arch, CS(map));
738
739 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time);
741 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout);
743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
746 MAP_OUT (difficulty);
747 if (default_region) MAP_OUT2 (region, default_region->name);
748
749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759 MAP_OUT (darkness);
760 MAP_OUT (outdoor);
761
762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
764
765 MAP_OUT (per_player);
766 MAP_OUT (per_party);
767
768 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
769 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
770 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
771 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
774
775 freezer.put (this);
776 freezer.put (KW(end));
777
778 return true;
779}
780
781bool
782maptile::_save_header (const char *path)
783{
784 object_freezer freezer;
785
786 if (!_save_header (freezer))
787 return false;
788
789 return freezer.save (path);
790}
791
792//+GPL
793
794/*
795 * Remove and free all objects in the given map.
796 */
797void
798maptile::clear ()
799{
800 if (spaces)
801 {
802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
803 while (object *op = ms->bot)
1256 { 804 {
805 // manually remove, as to not trigger anything
1257 next = op->above; 806 if (ms->bot = op->above)
807 ms->bot->below = 0;
1258 808
1259 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 809 op->flag [FLAG_REMOVED] = true;
1260 unique = 1;
1261 810
1262 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 811 object *head = op->head_ ();
812 if (op == head)
813 op->destroy ();
814 else if (head->map != op->map)
1263 { 815 {
1264 clean_object (op); 816 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1265
1266 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1267 remove_button_link (op);
1268
1269 op->destroy (); 817 head->destroy ();
1270 } 818 }
1271 } 819 }
820
821 sfree0 (spaces, size ());
1272 } 822 }
1273}
1274 823
1275
1276/*
1277 * Loads unique objects from file(s) into the map which is in memory
1278 * m is the map to load unique items into.
1279 */
1280static void
1281load_unique_objects (maptile *m)
1282{
1283 int count;
1284 char firstname[MAX_BUF];
1285
1286 for (count = 0; count < 10; count++)
1287 {
1288 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289 if (!access (firstname, R_OK))
1290 break;
1291 }
1292 /* If we get here, we did not find any map */
1293 if (count == 10)
1294 return;
1295
1296 object_thawer thawer (firstname);
1297
1298 if (!thawer)
1299 return;
1300
1301 m->in_memory = MAP_LOADING;
1302 if (m->tmpname == NULL) /* if we have loaded unique items from */
1303 delete_unique_items (m); /* original map before, don't duplicate them */
1304 load_objects (m, thawer, 0);
1305
1306 m->in_memory = MAP_IN_MEMORY;
1307}
1308
1309
1310/*
1311 * Saves a map to file. If flag is set, it is saved into the same
1312 * file it was (originally) loaded from. Otherwise a temporary
1313 * filename will be genarated, and the file will be stored there.
1314 * The temporary filename will be stored in the maptileure.
1315 * If the map is unique, we also save to the filename in the map
1316 * (this should have been updated when first loaded)
1317 */
1318
1319int
1320new_save_map (maptile *m, int flag)
1321{
1322 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 int i;
1324
1325 if (flag && !*m->path)
1326 {
1327 LOG (llevError, "Tried to save map without path.\n");
1328 return -1;
1329 }
1330
1331 if (flag || (m->unique) || (m->templatemap))
1332 {
1333 if (!m->unique && !m->templatemap)
1334 { /* flag is set */
1335 if (flag == 2)
1336 strcpy (filename, create_overlay_pathname (m->path));
1337 else
1338 strcpy (filename, create_pathname (m->path));
1339 }
1340 else
1341 strcpy (filename, m->path);
1342
1343 make_path_to_file (filename);
1344 }
1345 else
1346 {
1347 if (!m->tmpname)
1348 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1349
1350 strcpy (filename, m->tmpname);
1351 }
1352
1353 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354 m->in_memory = MAP_SAVING;
1355
1356 object_freezer freezer;
1357
1358 /* legacy */
1359 fprintf (freezer, "arch map\n");
1360 if (m->name)
1361 fprintf (freezer, "name %s\n", m->name);
1362 if (!flag)
1363 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 if (m->reset_timeout)
1365 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 if (m->fixed_resettime)
1367 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 /* we unfortunately have no idea if this is a value the creator set
1369 * or a difficulty value we generated when the map was first loaded
1370 */
1371 if (m->difficulty)
1372 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 if (m->region)
1374 fprintf (freezer, "region %s\n", m->region->name);
1375 if (m->shopitems)
1376 {
1377 print_shop_string (m, shop);
1378 fprintf (freezer, "shopitems %s\n", shop);
1379 }
1380 if (m->shopgreed)
1381 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 if (m->shopmin)
1383 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 if (m->shopmax)
1385 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 if (m->shoprace)
1387 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 if (m->darkness)
1389 fprintf (freezer, "darkness %d\n", m->darkness);
1390 if (m->width)
1391 fprintf (freezer, "width %d\n", m->width);
1392 if (m->height)
1393 fprintf (freezer, "height %d\n", m->height);
1394 if (m->enter_x)
1395 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 if (m->enter_y)
1397 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 if (m->msg)
1399 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 if (m->maplore)
1401 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 if (m->unique)
1403 fprintf (freezer, "unique %d\n", m->unique);
1404 if (m->templatemap)
1405 fprintf (freezer, "template %d\n", m->templatemap);
1406 if (m->outdoor)
1407 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 if (m->temp)
1409 fprintf (freezer, "temp %d\n", m->temp);
1410 if (m->pressure)
1411 fprintf (freezer, "pressure %d\n", m->pressure);
1412 if (m->humid)
1413 fprintf (freezer, "humid %d\n", m->humid);
1414 if (m->windspeed)
1415 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 if (m->winddir)
1417 fprintf (freezer, "winddir %d\n", m->winddir);
1418 if (m->sky)
1419 fprintf (freezer, "sky %d\n", m->sky);
1420 if (m->nosmooth)
1421 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422
1423 /* Save any tiling information, except on overlays */
1424 if (flag != 2)
1425 for (i = 0; i < 4; i++)
1426 if (m->tile_path[i])
1427 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428
1429 freezer.put (m);
1430 fprintf (freezer, "end\n");
1431
1432 /* In the game save unique items in the different file, but
1433 * in the editor save them to the normal map file.
1434 * If unique map, save files in the proper destination (set by
1435 * player)
1436 */
1437 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438 {
1439 object_freezer unique;
1440
1441 if (flag == 2)
1442 save_objects (m, freezer, unique, 2);
1443 else
1444 save_objects (m, freezer, unique, 0);
1445
1446 sprintf (buf, "%s.v00", create_items_path (m->path));
1447
1448 unique.save (buf);
1449 }
1450 else
1451 { /* save same file when not playing, like in editor */
1452 save_objects (m, freezer, freezer, 0);
1453 }
1454
1455 freezer.save (filename);
1456
1457 return 0;
1458}
1459
1460
1461/*
1462 * Remove and free all objects in the inventory of the given object.
1463 * object.c ?
1464 */
1465
1466void
1467clean_object (object *op)
1468{
1469 object *tmp, *next;
1470
1471 for (tmp = op->inv; tmp; tmp = next)
1472 {
1473 next = tmp->below;
1474
1475 clean_object (tmp);
1476 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477 remove_button_link (tmp);
1478
1479 tmp->destroy ();
1480 }
1481}
1482
1483/*
1484 * Remove and free all objects in the given map.
1485 */
1486
1487void
1488free_all_objects (maptile *m)
1489{
1490 int i, j;
1491 object *op;
1492
1493 for (i = 0; i < MAP_WIDTH (m); i++)
1494 for (j = 0; j < MAP_HEIGHT (m); j++)
1495 {
1496 object *previous_obj = NULL;
1497
1498 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499 {
1500 if (op == previous_obj)
1501 {
1502 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503 break;
1504 }
1505
1506 previous_obj = op;
1507
1508 if (op->head != NULL)
1509 op = op->head;
1510
1511 /* If the map isn't in memory, free_object will remove and
1512 * free objects in op's inventory. So let it do the job.
1513 */
1514 if (m->in_memory == MAP_IN_MEMORY)
1515 clean_object (op);
1516
1517 op->destroy ();
1518 }
1519 }
1520}
1521
1522/*
1523 * Frees everything allocated by the given maptileure.
1524 * don't free tmpname - our caller is left to do that
1525 */
1526
1527void
1528free_map (maptile *m, int flag)
1529{
1530 int i;
1531
1532 if (!m->in_memory)
1533 {
1534 LOG (llevError, "Trying to free freed map.\n");
1535 return;
1536 }
1537 if (flag && m->spaces)
1538 free_all_objects (m);
1539 if (m->name)
1540 FREE_AND_CLEAR (m->name);
1541 if (m->spaces)
1542 FREE_AND_CLEAR (m->spaces);
1543 if (m->msg)
1544 FREE_AND_CLEAR (m->msg);
1545 if (m->maplore)
1546 FREE_AND_CLEAR (m->maplore);
1547 if (m->shopitems)
1548 delete[]m->shopitems;
1549 m->shopitems = 0;
1550 if (m->shoprace)
1551 FREE_AND_CLEAR (m->shoprace);
1552 if (m->buttons) 824 if (buttons)
1553 free_objectlinkpt (m->buttons); 825 free_objectlinkpt (buttons), buttons = 0;
1554 m->buttons = NULL;
1555 for (i = 0; i < 4; i++)
1556 {
1557 if (m->tile_path[i])
1558 FREE_AND_CLEAR (m->tile_path[i]);
1559 m->tile_map[i] = NULL;
1560 }
1561 m->in_memory = MAP_SWAPPED;
1562}
1563 826
1564/* 827 sfree0 (regions, size ());
1565 * function: vanish maptile 828 delete [] regionmap; regionmap = 0;
1566 * m : pointer to maptile, if NULL no action 829}
1567 * this deletes all the data on the map (freeing pointers)
1568 * and then removes this map from the global linked list of maps.
1569 */
1570 830
1571void 831void
1572delete_map (maptile *m) 832maptile::clear_header ()
1573{ 833{
1574 maptile *tmp, *last; 834 name = 0;
1575 int i; 835 msg = 0;
836 maplore = 0;
837 shoprace = 0;
838 delete [] shopitems, shopitems = 0;
1576 839
1577 if (!m) 840 for (int i = 0; i < array_length (tile_path); i++)
1578 return; 841 tile_path [i] = 0;
842}
1579 843
1580 m->clear (); 844maptile::~maptile ()
845{
846 assert (destroyed ());
847}
1581 848
1582 if (m->in_memory == MAP_IN_MEMORY) 849void
1583 { 850maptile::clear_links_to (maptile *m)
1584 /* change to MAP_SAVING, even though we are not, 851{
1585 * so that remove_ob doesn't do as much work.
1586 */
1587 m->in_memory = MAP_SAVING;
1588 free_map (m, 1);
1589 }
1590 /* move this out of free_map, since tmpname can still be needed if
1591 * the map is swapped out.
1592 */
1593 if (m->tmpname)
1594 {
1595 free (m->tmpname);
1596 m->tmpname = NULL;
1597 }
1598 last = NULL;
1599 /* We need to look through all the maps and see if any maps 852 /* We need to look through all the maps and see if any maps
1600 * are pointing at this one for tiling information. Since 853 * are pointing at this one for tiling information. Since
1601 * tiling can be assymetric, we just can not look to see which 854 * tiling can be asymetric, we just can not look to see which
1602 * maps this map tiles with and clears those. 855 * maps this map tiles with and clears those.
1603 */ 856 */
1604 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 857 for (int i = 0; i < array_length (tile_path); i++)
1605 {
1606 if (tmp->next == m)
1607 last = tmp;
1608
1609 /* This should hopefully get unrolled on a decent compiler */
1610 for (i = 0; i < 4; i++)
1611 if (tmp->tile_map[i] == m) 858 if (tile_map[i] == m)
1612 tmp->tile_map[i] = NULL; 859 tile_map[i] = 0;
1613 } 860}
1614 861
1615 /* If last is null, then this should be the first map in the list */ 862void
863maptile::do_destroy ()
864{
865 attachable::do_destroy ();
866
867 clear ();
868}
869
870/* decay and destroy perishable items in a map */
871// TODO: should be done regularly, not on map load?
872void
873maptile::do_decay_objects ()
874{
1616 if (!last) 875 if (!spaces)
876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
1617 { 880 {
1618 if (m == first_map) 881 above = op->above;
1619 first_map = m->next; 882
883 // do not decay anything above unique floor tiles (yet :)
884 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
885 break;
886
887 bool destroy = 0;
888
889 if (op->flag [FLAG_IS_FLOOR]
890 || op->flag [FLAG_OBJ_ORIGINAL]
891 || op->flag [FLAG_UNIQUE]
892 || op->flag [FLAG_OVERLAY_FLOOR]
893 || op->flag [FLAG_UNPAID]
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
897 {
898 op->stats.dam--;
899 if (op->stats.dam < 0)
900 destroy = 1;
901 }
902 else if (op->is_armor ())
903 {
904 op->stats.ac--;
905 if (op->stats.ac < 0)
906 destroy = 1;
907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
1620 else 914 else
1621 /* m->path is a static char, so should hopefully still have
1622 * some useful data in it.
1623 */
1624 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1625 }
1626 else
1627 last->next = m->next;
1628
1629 delete m;
1630}
1631
1632
1633
1634/*
1635 * Makes sure the given map is loaded and swapped in.
1636 * name is path name of the map.
1637 * flags meaning:
1638 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1639 * and don't do unique items or the like.
1640 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1641 * dont do any more name translation on it.
1642 *
1643 * Returns a pointer to the given map.
1644 */
1645
1646maptile *
1647ready_map_name (const char *name, int flags)
1648{
1649 maptile *m;
1650
1651 if (!name)
1652 return (NULL);
1653
1654 /* Have we been at this level before? */
1655 m = has_been_loaded (name);
1656
1657 /* Map is good to go, so just return it */
1658 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1659 {
1660 return m;
1661 }
1662
1663 /* unique maps always get loaded from their original location, and never
1664 * a temp location. Likewise, if map_flush is set, or we have never loaded
1665 * this map, load it now. I removed the reset checking from here -
1666 * it seems the probability of a player trying to enter a map that should
1667 * reset but hasn't yet is quite low, and removing that makes this function
1668 * a bit cleaner (and players probably shouldn't rely on exact timing for
1669 * resets in any case - if they really care, they should use the 'maps command.
1670 */
1671 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1672 {
1673
1674 /* first visit or time to reset */
1675 if (m)
1676 { 915 {
1677 clean_tmp_map (m); /* Doesn't make much difference */ 916 int mat = op->materials;
1678 delete_map (m); 917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 //|| (mat & M_ICE && temp > 32)
929 )
930 destroy = 1;
1679 } 931 }
1680 932
1681 /* create and load a map */ 933 /* adjust overall chance below */
1682 if (flags & MAP_PLAYER_UNIQUE) 934 if (destroy && rndm (0, 1))
1683 LOG (llevDebug, "Trying to load map %s.\n", name); 935 op->destroy ();
1684 else
1685 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1686
1687 //eval_pv ("$x = Event::time", 1);//D
1688 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1689 return (NULL);
1690 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1691
1692 fix_auto_apply (m); /* Chests which open as default */
1693
1694 /* If a player unique map, no extra unique object file to load.
1695 * if from the editor, likewise.
1696 */
1697 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1698 load_unique_objects (m);
1699
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1701 {
1702 m = load_overlay_map (name, m);
1703 if (m == NULL)
1704 return NULL;
1705 } 936 }
1706
1707 if (flags & MAP_PLAYER_UNIQUE)
1708 INVOKE_MAP (SWAPIN, m);
1709
1710 }
1711 else
1712 {
1713 /* If in this loop, we found a temporary map, so load it up. */
1714
1715 m = load_temporary_map (m);
1716 if (m == NULL)
1717 return NULL;
1718 load_unique_objects (m);
1719
1720 clean_tmp_map (m);
1721 m->in_memory = MAP_IN_MEMORY;
1722 /* tempnam() on sun systems (probably others) uses malloc
1723 * to allocated space for the string. Free it here.
1724 * In some cases, load_temporary_map above won't find the
1725 * temporary map, and so has reloaded a new map. If that
1726 * is the case, tmpname is now null
1727 */
1728 if (m->tmpname)
1729 free (m->tmpname);
1730 m->tmpname = NULL;
1731 /* It's going to be saved anew anyway */
1732 }
1733
1734 /* Below here is stuff common to both first time loaded maps and
1735 * temp maps.
1736 */
1737
1738 decay_objects (m); /* start the decay */
1739 /* In case other objects press some buttons down */
1740 update_buttons (m);
1741 if (m->outdoor)
1742 set_darkness_map (m);
1743 /* run the weather over this map */
1744 weather_effect (name);
1745 return m;
1746} 937}
1747
1748 938
1749/* 939/*
1750 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
1751 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1752 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
1753 * 943 *
1754 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
1755 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
1756 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1757 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1758 */ 948 */
1759
1760int 949int
1761calculate_difficulty (maptile *m) 950maptile::estimate_difficulty () const
1762{ 951{
1763 object *op;
1764 archetype *at;
1765 int x, y, i;
1766 long monster_cnt = 0; 952 long monster_cnt = 0;
1767 double avgexp = 0; 953 double avgexp = 0;
1768 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1769 955
1770 if (MAP_DIFFICULTY (m)) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1771 { 957 for (object *op = ms->bot; op; op = op->above)
1772 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1773 return MAP_DIFFICULTY (m);
1774 }
1775
1776 for (x = 0; x < MAP_WIDTH (m); x++)
1777 for (y = 0; y < MAP_HEIGHT (m); y++)
1778 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1779 { 958 {
1780 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1781 { 960 {
1782 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1783 monster_cnt++; 962 monster_cnt++;
1784 } 963 }
1785 964
1786 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1787 { 966 {
1788 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1789 at = type_to_archetype (GENERATE_TYPE (op));
1790 968
1791 if (at != NULL) 969 if (archetype *at = op->other_arch)
970 {
1792 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1793
1794 monster_cnt++; 972 monster_cnt++;
1795 } 973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
1796 } 980 }
981 }
1797 982
1798 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1799 984
1800 for (i = 1; i <= settings.max_level; i++) 985 for (int i = 1; i <= settings.max_level; i++)
1801 {
1802 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1803 {
1804 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1805 return i; 987 return i;
1806 }
1807 }
1808 988
1809 return 1; 989 return 1;
1810}
1811
1812void
1813clean_tmp_map (maptile *m)
1814{
1815 if (m->tmpname == NULL)
1816 return;
1817 INVOKE_MAP (CLEAN, m);
1818 (void) unlink (m->tmpname);
1819}
1820
1821void
1822free_all_maps (void)
1823{
1824 int real_maps = 0;
1825
1826 while (first_map)
1827 {
1828 /* I think some of the callers above before it gets here set this to be
1829 * saving, but we still want to free this data
1830 */
1831 if (first_map->in_memory == MAP_SAVING)
1832 first_map->in_memory = MAP_IN_MEMORY;
1833 delete_map (first_map);
1834 real_maps++;
1835 }
1836 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1837} 990}
1838 991
1839/* change_map_light() - used to change map light level (darkness) 992/* change_map_light() - used to change map light level (darkness)
1840 * up or down. Returns true if successful. It should now be 993 * up or down. Returns true if successful. It should now be
1841 * possible to change a value by more than 1. 994 * possible to change a value by more than 1.
1842 * Move this from los.c to map.c since this is more related 995 * Move this from los.c to map.c since this is more related
1843 * to maps than los. 996 * to maps than los.
1844 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1845 */ 998 */
1846
1847int 999int
1848change_map_light (maptile *m, int change) 1000maptile::change_map_light (int change)
1849{ 1001{
1850 int new_level = m->darkness + change;
1851
1852 /* Nothing to do */ 1002 /* Nothing to do */
1853 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1003 if (!change)
1854 {
1855 return 0; 1004 return 0;
1856 }
1857 1005
1858 /* inform all players on the map */ 1006 /* inform all players on the map */
1859 if (change > 0) 1007 if (change > 0)
1860 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1861 else 1009 else
1862 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1863 1011
1864 /* Do extra checking. since m->darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1865 * we need to be extra careful about negative values.
1866 * In general, the checks below are only needed if change
1867 * is not +/-1
1868 */
1869 if (new_level < 0)
1870 m->darkness = 0;
1871 else if (new_level >= MAX_DARKNESS)
1872 m->darkness = MAX_DARKNESS;
1873 else
1874 m->darkness = new_level;
1875 1013
1876 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1877 update_all_map_los (m); 1015 update_all_map_los (this);
1016
1878 return 1; 1017 return 1;
1879} 1018}
1880
1881 1019
1882/* 1020/*
1883 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1884 * on the map (what it looks like, whether it blocks magic, 1022 * on the map (what it looks like, whether it blocks magic,
1885 * has a living creatures, prevents people from passing 1023 * has a living creatures, prevents people from passing
1886 * through, etc) 1024 * through, etc)
1887 */ 1025 */
1888void 1026void
1889update_position (maptile *m, int x, int y) 1027mapspace::update_ ()
1890{ 1028{
1891 object *tmp, *last = NULL; 1029 object *last = 0;
1892 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1893 New_Face *top, *floor, *middle; 1031 sint8 light = 0;
1894 object *top_obj, *floor_obj, *middle_obj;
1895 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 uint64_t volume = 0;
1034 uint32_t items = 0;
1035 object *anywhere = 0;
1036 uint8_t middle_visibility = 0;
1896 1037
1897 oldflags = GET_MAP_FLAGS (m, x, y); 1038 //object *middle = 0;
1898 if (!(oldflags & P_NEED_UPDATE)) 1039 //object *top = 0;
1899 { 1040 //object *floor = 0;
1900 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1041 // this seems to generate better code than using locals, above
1901 return; 1042 object *&top = faces_obj[0] = 0;
1043 object *&middle = faces_obj[1] = 0;
1044 object *&floor = faces_obj[2] = 0;
1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1047
1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1902 } 1049 {
1903 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1904 middle = blank_face;
1905 top = blank_face;
1906 floor = blank_face;
1907
1908 middle_obj = NULL;
1909 top_obj = NULL;
1910 floor_obj = NULL;
1911
1912 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1913 {
1914
1915 /* This could be made additive I guess (two lights better than
1916 * one). But if so, it shouldn't be a simple additive - 2
1917 * light bulbs do not illuminate twice as far as once since
1918 * it is a disapation factor that is squared (or is it cubed?)
1919 */
1920 if (tmp->glow_radius > light)
1921 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1922 1052
1923 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1924 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1925 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1926 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1927 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1928 * 1058 *
1929 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1930 */ 1060 */
1931 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1932 { 1062 {
1933 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1934 {
1935 top = tmp->face;
1936 top_obj = tmp; 1064 top = tmp;
1937 } 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1938 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 { 1066 {
1940 /* If we got a floor, that means middle and top were below it, 1067 /* If we got a floor, that means middle and top were below it,
1941 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1942 */ 1069 */
1943 middle = blank_face; 1070 middle = 0;
1944 top = blank_face; 1071 top = 0;
1945 floor = tmp->face;
1946 floor_obj = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1947 } 1075 }
1948 /* Flag anywhere have high priority */ 1076 else
1949 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1950 { 1077 {
1951 middle = tmp->face; 1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1952 1083
1953 middle_obj = tmp; 1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1954 anywhere = 1; 1086 anywhere = tmp;
1955 } 1087
1956 /* Find the highest visible face around. If equal 1088 /* Find the highest visible face around. If equal
1957 * visibilities, we still want the one nearer to the 1089 * visibilities, we still want the one nearer to the
1958 * top 1090 * top
1959 */ 1091 */
1960 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1961 { 1093 {
1962 middle = tmp->face; 1094 middle_visibility = ::faces [tmp->face].visibility;
1963 middle_obj = tmp; 1095 middle = tmp;
1096 }
1964 } 1097 }
1965 } 1098 }
1966 if (tmp == tmp->above)
1967 {
1968 LOG (llevError, "Error in structure of map\n");
1969 exit (-1);
1970 }
1971 1099
1972 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1973 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1974 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1975 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1976 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1977 1105
1978 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1106 allflags |= tmp->flag;
1979 flags |= P_IS_ALIVE; 1107
1980 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1981 flags |= P_NO_MAGIC;
1982 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1983 flags |= P_NO_CLERIC;
1984 if (tmp->type == SAFE_GROUND) 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1985 flags |= P_SAFE;
1986
1987 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1988 flags |= P_BLOCKSVIEW;
1989 } /* for stack of objects */
1990
1991 /* we don't want to rely on this function to have accurate flags, but
1992 * since we're already doing the work, we calculate them here.
1993 * if they don't match, logic is broken someplace.
1994 */
1995 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1996 { 1110 }
1997 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1111
1998 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1112 // FLAG_SEE_ANYWHERE takes precedence
1999 } 1113 if (anywhere)
2000 SET_MAP_FLAGS (m, x, y, flags); 1114 middle = anywhere;
2001 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1115
2002 SET_MAP_MOVE_ON (m, x, y, move_on); 1116 // ORing all flags together and checking them here is much faster
2003 SET_MAP_MOVE_OFF (m, x, y, move_off); 1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2004 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121
1122 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on;
1126 this->move_off = move_off;
1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2005 1130
2006 /* At this point, we have a floor face (if there is a floor), 1131 /* At this point, we have a floor face (if there is a floor),
2007 * and the floor is set - we are not going to touch it at 1132 * and the floor is set - we are not going to touch it at
2008 * this point. 1133 * this point.
2009 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
2016 * middle face. This should not happen, as we already have the 1141 * middle face. This should not happen, as we already have the
2017 * else statement above so middle should not get set. OTOH, it 1142 * else statement above so middle should not get set. OTOH, it
2018 * may be possible for the faces to match but be different objects. 1143 * may be possible for the faces to match but be different objects.
2019 */ 1144 */
2020 if (top == middle) 1145 if (top == middle)
2021 middle = blank_face; 1146 middle = 0;
2022 1147
2023 /* There are three posibilities at this point: 1148 /* There are three posibilities at this point:
2024 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
2025 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
2026 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
2027 */ 1152 */
2028 1153
2029 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
2030 { 1155 {
2031 /* Once we get to a floor, stop, since we already have a floor object */ 1156 /* Once we get to a floor, stop, since we already have a floor object */
2032 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
2033 break; 1158 break;
2034 1159
2035 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
2036 if ((top != blank_face) && (middle != blank_face)) 1161 if (top && middle)
2037 break; 1162 break;
2038 1163
2039 /* Only show visible faces, unless its the editor - show all */ 1164 /* Only show visible faces */
2040 if (!tmp->invisible || editor) 1165 if (!tmp->invisible)
2041 { 1166 {
2042 /* Fill in top if needed */ 1167 /* Fill in top if needed */
2043 if (top == blank_face) 1168 if (!top)
2044 { 1169 {
2045 top = tmp->face;
2046 top_obj = tmp; 1170 top = tmp;
2047 if (top == middle) 1171 if (top == middle)
2048 middle = blank_face; 1172 middle = 0;
2049 } 1173 }
2050 else 1174 else
2051 { 1175 {
2052 /* top is already set - we should only get here if 1176 /* top is already set - we should only get here if
2053 * middle is not set 1177 * middle is not set
2054 * 1178 *
2055 * Set the middle face and break out, since there is nothing 1179 * Set the middle face and break out, since there is nothing
2056 * more to fill in. We don't check visiblity here, since 1180 * more to fill in. We don't check visiblity here, since
2057 * 1181 *
2058 */ 1182 */
2059 if (tmp->face != top) 1183 if (tmp != top)
2060 { 1184 {
2061 middle = tmp->face;
2062 middle_obj = tmp; 1185 middle = tmp;
2063 break; 1186 break;
2064 } 1187 }
2065 } 1188 }
2066 } 1189 }
2067 } 1190 }
1191
2068 if (middle == floor) 1192 if (middle == floor)
2069 middle = blank_face; 1193 middle = 0;
1194
2070 if (top == middle) 1195 if (top == middle)
2071 middle = blank_face; 1196 middle = 0;
2072 SET_MAP_FACE (m, x, y, top, 0);
2073 if (top != blank_face)
2074 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2075 else
2076 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2077 SET_MAP_FACE (m, x, y, middle, 1);
2078 if (middle != blank_face)
2079 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2080 else
2081 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2082 SET_MAP_FACE (m, x, y, floor, 2);
2083 if (floor != blank_face)
2084 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2085 else
2086 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2087 SET_MAP_LIGHT (m, x, y, light);
2088}
2089 1197
2090 1198#if 0
2091void 1199 faces_obj [0] = top;
2092set_map_reset_time (maptile *map) 1200 faces_obj [1] = middle;
2093{ 1201 faces_obj [2] = floor;
2094 int timeout; 1202#endif
2095
2096 timeout = MAP_RESET_TIMEOUT (map);
2097 if (timeout <= 0)
2098 timeout = MAP_DEFAULTRESET;
2099 if (timeout >= MAP_MAXRESET)
2100 timeout = MAP_MAXRESET;
2101 MAP_WHEN_RESET (map) = seconds () + timeout;
2102} 1203}
2103 1204
2104/* this updates the orig_map->tile_map[tile_num] value after loading 1205maptile *
2105 * the map. It also takes care of linking back the freshly loaded 1206maptile::tile_available (int dir, bool load)
2106 * maps tile_map values if it tiles back to this one. It returns
2107 * the value of orig_map->tile_map[tile_num]. It really only does this
2108 * so that it is easier for calling functions to verify success.
2109 */
2110
2111static maptile *
2112load_and_link_tiled_map (maptile *orig_map, int tile_num)
2113{ 1207{
2114 int dest_tile = (tile_num + 2) % 4; 1208 if (tile_path[dir])
2115 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have
1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1212 return tile_map[dir];
2116 1213
2117 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1214 // well, try to locate it then, if possible - maybe it's there already
1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216 return tile_map[dir];
1217 }
2118 1218
2119 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1219 return 0;
2120 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2121 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2122
2123 return orig_map->tile_map[tile_num];
2124} 1220}
2125 1221
2126/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
2127 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
2128 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
2129 * This is the function should always be used when it 1225 * This is the function should always be used when it
2130 * necessary to check for valid coordinates. 1226 * necessary to check for valid coordinates.
2131 * This function will recursively call itself for the 1227 * This function will recursively call itself for the
2132 * tiled maps. 1228 * tiled maps.
2133 *
2134 *
2135 */ 1229 */
2136int 1230int
2137out_of_map (maptile *m, int x, int y) 1231out_of_map (maptile *m, int x, int y)
2138{ 1232{
2139
2140 /* If we get passed a null map, this is obviously the 1233 /* If we get passed a null map, this is obviously the
2141 * case. This generally shouldn't happen, but if the 1234 * case. This generally shouldn't happen, but if the
2142 * map loads fail below, it could happen. 1235 * map loads fail below, it could happen.
2143 */ 1236 */
2144 if (!m) 1237 if (!m)
2145 return 0; 1238 return 0;
2146 1239
2147 if (x < 0) 1240 if (x < 0)
2148 { 1241 {
2149 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
2150 return 1; 1243 return 1;
2151 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1244
2152 {
2153 load_and_link_tiled_map (m, 3);
2154 }
2155 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2156 }
2157 if (x >= MAP_WIDTH (m))
2158 { 1246 }
2159 if (!m->tile_path[1]) 1247
1248 if (x >= m->width)
1249 {
1250 if (!m->tile_available (1))
2160 return 1; 1251 return 1;
2161 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1252
2162 {
2163 load_and_link_tiled_map (m, 1);
2164 }
2165 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1253 return out_of_map (m->tile_map[1], x - m->width, y);
2166 } 1254 }
1255
2167 if (y < 0) 1256 if (y < 0)
2168 { 1257 {
2169 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
2170 return 1; 1259 return 1;
2171 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1260
2172 {
2173 load_and_link_tiled_map (m, 0);
2174 }
2175 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2176 }
2177 if (y >= MAP_HEIGHT (m))
2178 { 1262 }
2179 if (!m->tile_path[2]) 1263
1264 if (y >= m->height)
1265 {
1266 if (!m->tile_available (2))
2180 return 1; 1267 return 1;
2181 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1268
2182 {
2183 load_and_link_tiled_map (m, 2);
2184 }
2185 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1269 return out_of_map (m->tile_map[2], x, y - m->height);
2186 } 1270 }
2187 1271
2188 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
2189 * map. 1273 * map.
2190 */ 1274 */
2193 1277
2194/* This is basically the same as out_of_map above, but 1278/* This is basically the same as out_of_map above, but
2195 * instead we return NULL if no map is valid (coordinates 1279 * instead we return NULL if no map is valid (coordinates
2196 * out of bounds and no tiled map), otherwise it returns 1280 * out of bounds and no tiled map), otherwise it returns
2197 * the map as that the coordinates are really on, and 1281 * the map as that the coordinates are really on, and
2198 * updates x and y to be the localized coordinates. 1282 * updates x and y to be the localised coordinates.
2199 * Using this is more efficient of calling out_of_map 1283 * Using this is more efficient of calling out_of_map
2200 * and then figuring out what the real map is 1284 * and then figuring out what the real map is
2201 */ 1285 */
2202maptile * 1286maptile *
2203get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1287maptile::xy_find (sint16 &x, sint16 &y)
2204{ 1288{
2205
2206 if (*x < 0) 1289 if (x < 0)
2207 { 1290 {
2208 if (!m->tile_path[3]) 1291 if (!tile_available (3))
2209 return NULL; 1292 return 0;
2210 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2211 load_and_link_tiled_map (m, 3);
2212 1293
2213 *x += MAP_WIDTH (m->tile_map[3]); 1294 x += tile_map[3]->width;
2214 return (get_map_from_coord (m->tile_map[3], x, y)); 1295 return tile_map[3]->xy_find (x, y);
2215 }
2216 if (*x >= MAP_WIDTH (m))
2217 { 1296 }
2218 if (!m->tile_path[1]) 1297
1298 if (x >= width)
1299 {
1300 if (!tile_available (1))
2219 return NULL; 1301 return 0;
2220 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2221 load_and_link_tiled_map (m, 1);
2222 1302
2223 *x -= MAP_WIDTH (m); 1303 x -= width;
2224 return (get_map_from_coord (m->tile_map[1], x, y)); 1304 return tile_map[1]->xy_find (x, y);
2225 } 1305 }
1306
2226 if (*y < 0) 1307 if (y < 0)
2227 { 1308 {
2228 if (!m->tile_path[0]) 1309 if (!tile_available (0))
2229 return NULL; 1310 return 0;
2230 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2231 load_and_link_tiled_map (m, 0);
2232 1311
2233 *y += MAP_HEIGHT (m->tile_map[0]); 1312 y += tile_map[0]->height;
2234 return (get_map_from_coord (m->tile_map[0], x, y)); 1313 return tile_map[0]->xy_find (x, y);
2235 }
2236 if (*y >= MAP_HEIGHT (m))
2237 { 1314 }
2238 if (!m->tile_path[2]) 1315
1316 if (y >= height)
1317 {
1318 if (!tile_available (2))
2239 return NULL; 1319 return 0;
2240 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2241 load_and_link_tiled_map (m, 2);
2242 1320
2243 *y -= MAP_HEIGHT (m); 1321 y -= height;
2244 return (get_map_from_coord (m->tile_map[2], x, y)); 1322 return tile_map[2]->xy_find (x, y);
2245 } 1323 }
2246 1324
2247 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
2248 * map. 1326 * map.
2249 */ 1327 */
2250
2251 return m; 1328 return this;
2252} 1329}
2253 1330
2254/** 1331/**
2255 * Return whether map2 is adjacent to map1. If so, store the distance from 1332 * Return whether map2 is adjacent to map1. If so, store the distance from
2256 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
2257 */ 1334 */
2258static int 1335int
2259adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2260{ 1337{
2261 if (!map1 || !map2) 1338 if (!map1 || !map2)
2262 return 0; 1339 return 0;
2263 1340
1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 //fix: compare paths instead (this is likely faster, too!)
2264 if (map1 == map2) 1343 if (map1 == map2)
2265 { 1344 {
2266 *dx = 0; 1345 *dx = 0;
2267 *dy = 0; 1346 *dy = 0;
2268 1347 }
1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
2269 } 1349 {
2270 else if (map1->tile_map[0] == map2)
2271 { /* up */
2272 *dx = 0; 1350 *dx = 0;
2273 *dy = -MAP_HEIGHT (map2); 1351 *dy = -map2->height;
1352 }
1353 else if (map1->tile_available (TILE_EAST , false) == map2)
2274 } 1354 {
2275 else if (map1->tile_map[1] == map2) 1355 *dx = map1->width;
2276 { /* right */
2277 *dx = MAP_WIDTH (map1);
2278 *dy = 0; 1356 *dy = 0;
2279 } 1357 }
2280 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2281 { /* down */ 1359 {
2282 *dx = 0; 1360 *dx = 0;
2283 *dy = MAP_HEIGHT (map1); 1361 *dy = map1->height;
1362 }
1363 else if (map1->tile_available (TILE_WEST , false) == map2)
2284 } 1364 {
2285 else if (map1->tile_map[3] == map2) 1365 *dx = -map2->width;
2286 { /* left */
2287 *dx = -MAP_WIDTH (map2);
2288 *dy = 0; 1366 *dy = 0;
2289
2290 } 1367 }
2291 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1368 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2292 { /* up right */ 1369 { /* up right */
2293 *dx = MAP_WIDTH (map1->tile_map[0]); 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
2294 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
2295 } 1372 }
2296 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1373 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2297 { /* up left */ 1374 { /* up left */
2298 *dx = -MAP_WIDTH (map2); 1375 *dx = -map2->width;
2299 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
2300 } 1377 }
2301 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1378 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2302 { /* right up */ 1379 { /* right up */
2303 *dx = MAP_WIDTH (map1); 1380 *dx = +map1->width;
2304 *dy = -MAP_HEIGHT (map2); 1381 *dy = -map2->height;
2305 } 1382 }
2306 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1383 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2307 { /* right down */ 1384 { /* right down */
2308 *dx = MAP_WIDTH (map1); 1385 *dx = +map1->width;
2309 *dy = MAP_HEIGHT (map1->tile_map[1]); 1386 *dy = +map1->tile_map[TILE_EAST]->height;
2310 } 1387 }
2311 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1388 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2312 { /* down right */ 1389 { /* down right */
2313 *dx = MAP_WIDTH (map1->tile_map[2]); 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
2314 *dy = MAP_HEIGHT (map1); 1391 *dy = +map1->height;
2315 } 1392 }
2316 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1393 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2317 { /* down left */ 1394 { /* down left */
2318 *dx = -MAP_WIDTH (map2); 1395 *dx = -map2->width;
2319 *dy = MAP_HEIGHT (map1); 1396 *dy = +map1->height;
2320 } 1397 }
2321 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1398 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2322 { /* left up */ 1399 { /* left up */
2323 *dx = -MAP_WIDTH (map1->tile_map[3]); 1400 *dx = -map1->tile_map[TILE_WEST]->width;
2324 *dy = -MAP_HEIGHT (map2); 1401 *dy = -map2->height;
2325 } 1402 }
2326 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1403 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2327 { /* left down */ 1404 { /* left down */
2328 *dx = -MAP_WIDTH (map1->tile_map[3]); 1405 *dx = -map1->tile_map[TILE_WEST]->width;
2329 *dy = MAP_HEIGHT (map1->tile_map[3]); 1406 *dy = +map1->tile_map[TILE_WEST]->height;
2330
2331 } 1407 }
2332 else 1408 else
2333 { /* not "adjacent" enough */
2334 return 0; 1409 return 0;
2335 }
2336 1410
2337 return 1; 1411 return 1;
1412}
1413
1414maptile *
1415maptile::xy_load (sint16 &x, sint16 &y)
1416{
1417 maptile *map = xy_find (x, y);
1418
1419 if (map)
1420 map->load_sync ();
1421
1422 return map;
1423}
1424
1425maptile *
1426get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1427{
1428 return m->xy_load (*x, *y);
2338} 1429}
2339 1430
2340/* From map.c 1431/* From map.c
2341 * This is used by get_player to determine where the other 1432 * This is used by get_player to determine where the other
2342 * creature is. get_rangevector takes into account map tiling, 1433 * creature is. get_rangevector takes into account map tiling,
2343 * so you just can not look the the map coordinates and get the 1434 * so you just can not look the the map coordinates and get the
2344 * righte value. distance_x/y are distance away, which 1435 * righte value. distance_x/y are distance away, which
2345 * can be negativbe. direction is the crossfire direction scheme 1436 * can be negative. direction is the crossfire direction scheme
2346 * that the creature should head. part is the part of the 1437 * that the creature should head. part is the part of the
2347 * monster that is closest. 1438 * monster that is closest.
2348 * 1439 *
2349 * get_rangevector looks at op1 and op2, and fills in the 1440 * get_rangevector looks at op1 and op2, and fills in the
2350 * structure for op1 to get to op2. 1441 * structure for op1 to get to op2.
2355 * be unexpected 1446 * be unexpected
2356 * 1447 *
2357 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
2358 * closest body part of 'op1' 1449 * closest body part of 'op1'
2359 */ 1450 */
2360
2361void 1451void
2362get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2363{ 1453{
2364 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2365 { 1455 {
2366 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
2367 retval->distance = 100000; 1457 retval->distance = 10000;
2368 retval->distance_x = 32767; 1458 retval->distance_x = 10000;
2369 retval->distance_y = 32767; 1459 retval->distance_y = 10000;
2370 retval->direction = 0; 1460 retval->direction = 0;
2371 retval->part = 0; 1461 retval->part = 0;
2372 } 1462 }
2373 else 1463 else
2374 { 1464 {
2375 object *best;
2376
2377 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
2378 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
2379 1467
2380 best = op1; 1468 object *best = op1;
1469
2381 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
2382 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
2383 { 1472 {
2384 object *tmp; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
2385 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2386 1474
2387 /* we just take the offset of the piece to head to figure 1475 /* we just take the offset of the piece to head to figure
2388 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
2389 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
2390 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
2391 * below works. 1479 * below works.
2392 */ 1480 */
2393 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2394 { 1482 {
2395 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1483 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2396 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
2397 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
2398 { 1486 {
2399 best_distance = tmpi; 1487 best_distance = tmpi;
2400 best = tmp; 1488 best = tmp;
2401 } 1489 }
2402 } 1490 }
1491
2403 if (best != op1) 1492 if (best != op1)
2404 { 1493 {
2405 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
2406 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
2407 } 1496 }
2408 } 1497 }
1498
2409 retval->part = best; 1499 retval->part = best;
2410 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2411 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2412 } 1502 }
2413} 1503}
2414 1504
2415/* this is basically the same as get_rangevector above, but instead of 1505/* this is basically the same as get_rangevector above, but instead of
2416 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
2420 * flags has no meaning for this function at this time - I kept it in to 1510 * flags has no meaning for this function at this time - I kept it in to
2421 * be more consistant with the above function and also in case they are needed 1511 * be more consistant with the above function and also in case they are needed
2422 * for something in the future. Also, since no object is pasted, the best 1512 * for something in the future. Also, since no object is pasted, the best
2423 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
2424 */ 1514 */
2425
2426void 1515void
2427get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1516get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2428{ 1517{
2429 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2430 { 1519 {
2431 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
2432 retval->distance = 100000; 1521 retval->distance = 100000;
2433 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
2434 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
2435 retval->direction = 0; 1524 retval->direction = 0;
2436 retval->part = 0; 1525 retval->part = 0;
2437 } 1526 }
2438 else 1527 else
2439 { 1528 {
2440 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
2441 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
2442 1531
2443 retval->part = NULL; 1532 retval->part = 0;
2444 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2445 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2446 } 1535 }
2447} 1536}
2448 1537
2449/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
2450 * (as related to map tiling). Note that this looks for a path from 1539 * (as related to map tiling). Note that this looks for a path from
2451 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1540 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2452 * to op1, this will still return false. 1541 * to op1, this will still return false.
2453 * Note we only look one map out to keep the processing simple 1542 * Note we only look one map out to keep the processing simple
2454 * and efficient. This could probably be a macro. 1543 * and efficient. This could probably be a macro.
2455 * MSW 2001-08-05 1544 * MSW 2001-08-05
2456 */ 1545 */
2459{ 1548{
2460 int dx, dy; 1549 int dx, dy;
2461 1550
2462 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
2463} 1552}
1553
1554//-GPL
1555
1556object *
1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1558{
1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560}
1561
1562region *
1563maptile::region (int x, int y) const
1564{
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575}
1576
1577//+GPL
1578
1579/* picks a random object from a style map.
1580 */
1581object *
1582maptile::pick_random_object (rand_gen &gen) const
1583{
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick;
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601}
1602
1603//-GPL
1604
1605void
1606maptile::play_sound (faceidx sound, int x, int y) const
1607{
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638}
1639
1640dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641
1642static void
1643split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1644{
1645 // clip to map to the left
1646 if (x0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1649 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1650
1651 if (x1 < 0) // entirely to the left
1652 return;
1653
1654 x0 = 0;
1655 }
1656
1657 // clip to map to the right
1658 if (x1 > m->width)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1662
1663 if (x0 > m->width) // entirely to the right
1664 return;
1665
1666 x1 = m->width;
1667 }
1668
1669 // clip to map above
1670 if (y0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1674
1675 if (y1 < 0) // entirely above
1676 return;
1677
1678 y0 = 0;
1679 }
1680
1681 // clip to map below
1682 if (y1 > m->height)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1686
1687 if (y0 > m->height) // entirely below
1688 return;
1689
1690 y1 = m->height;
1691 }
1692
1693 // if we get here, the rect is within the current map
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695
1696 r->m = m;
1697 r->x0 = x0;
1698 r->y0 = y0;
1699 r->x1 = x1;
1700 r->y1 = y1;
1701 r->dx = dx;
1702 r->dy = dy;
1703}
1704
1705maprect *
1706maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1707{
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717}
1718

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