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Comparing deliantra/server/common/map.C (file contents):
Revision 1.44 by root, Mon Dec 18 04:07:30 2006 UTC vs.
Revision 1.210 by root, Sat May 7 13:25:02 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
33/* 30//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37 31
38maptile * 32sint8 maptile::outdoor_darkness;
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m != NULL; m = m->next)
228 {
229 dump_map (m);
230 }
231}
232 33
233/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
236 * 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
239 * 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
240 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
242 */ 43 */
243int 44int
244get_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)
245{ 46{
246 sint16 newx, newy; 47 sint16 newx = x;
247 int retval = 0; 48 sint16 newy = y;
248 maptile *mp;
249 49
250 if (out_of_map (oldmap, x, y)) 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
251 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap)
258 *newmap = mp;
259 if (nx)
260 *nx = newx;
261 if (ny)
262 *ny = newy;
263 54
264 retval |= mp->spaces[newx + mp->width * newy].flags; 55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
265 58
266 return retval; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
267} 60}
268 61
269/* 62/*
270 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
279 * by the caller. 72 * by the caller.
280 */ 73 */
281int 74int
282blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
283{ 76{
284 object *tmp;
285 int mflags, blocked;
286
287 /* 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
288 * have already checked this. 78 * have already checked this.
289 */ 79 */
290 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
291 { 81 {
292 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");
293 return 1; 83 return 1;
294 } 84 }
295 85
296 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300 87
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
302 90
303 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
305 * things we need to do for players. 93 * things we need to do for players.
306 */ 94 */
307 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
308 return 0; 96 return 0;
309 97
310 /* 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
311 * 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
312 * 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
313 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
314 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
315 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
316 */ 104 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0; 106 return 0;
319 107
320 if (ob->head != NULL)
321 ob = ob->head; 108 ob = ob->head_ ();
322 109
323 /* 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
324 * 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
325 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
327 */ 114 */
328 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
329 { 116 {
330 117 if (OB_MOVE_BLOCK (ob, tmp))
331 /* This must be before the checks below. Code for inventory checkers. */
332 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
333 { 118 {
334 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
335 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
336 * pass through this space. 121 return 1;
337 */ 122 else
338 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
339 { 126 {
340 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))
341 return 1; 131 return 1;
342 else 132 }
343 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;
344 } 142 }
345 else 143 else
346 { 144 return 1; // unconditional block
347 /* In this case, the player must not have the object - 145
348 * if they do, they can't pass through.
349 */
350 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
351 return 1;
352 else
353 continue;
354 }
355 } /* if check_inv */
356 else 146 } else {
357 { 147 // space does not block the ob, directly, but
358 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
359 * this more readable. first check - if the space blocks 149 // blocks anything
360 * movement, can't move here. 150
361 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
362 * hidden dm 152 && tmp->type != DOOR
363 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
364 if (OB_MOVE_BLOCK (ob, tmp))
365 return 1;
366 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
367 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
368 return 1; 154 return 1;
369 } 155 }
370
371 } 156 }
157
372 return 0; 158 return 0;
373} 159}
374 160
375
376/* 161/*
377 * 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
378 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
380 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
381 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
382 * 167 *
383 * 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.
384 * 169 *
385 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
386 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
397 * 182 *
398 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
399 * 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
400 * against the move_block values. 185 * against the move_block values.
401 */ 186 */
402 187bool
403int 188object::blocked (maptile *m, int x, int y) const
404ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
405{ 189{
406 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
407 int flag;
408 maptile *m1;
409 sint16 sx, sy;
410
411 if (ob == NULL)
412 {
413 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
414 if (flag & P_OUT_OF_MAP)
415 return P_OUT_OF_MAP;
416
417 /* don't have object, so don't know what types would block */
418 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
419 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
420 193
421 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 194 if (!pos.normalise ())
422 { 195 return 1;
423 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
424 196
425 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
426 return P_OUT_OF_MAP; 198
427 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
428 return P_IS_ALIVE; 200 return 1;
429 201
430 /* find_first_free_spot() calls this function. However, often 202 /* However, often ob doesn't have any move type
431 * ob doesn't have any move type (when used to place exits) 203 * (signifying non-moving objects)
432 * 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.
433 */ 205 */
434 206 if (!move_type && ms.move_block != MOVE_ALL)
435 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
436 continue; 207 continue;
437 208
438 /* 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
439 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
440 */ 211 */
441 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 212 if (ms.blocks (move_type))
442 return AB_NO_PASS; 213 return 1;
443
444 } 214 }
215
445 return 0; 216 return 0;
446} 217}
447 218
448/* When the map is loaded, load_object does not actually insert objects 219//-GPL
449 * into inventory, but just links them. What this does is go through
450 * and insert them properly.
451 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight.
453 */
454 220
455void 221void
456fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
457{ 223{
458 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
459 226
460 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
461 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
462 { 229 tmp->flag [flag] = value;
463 next = tmp->below;
464 if (tmp->inv)
465 fix_container (tmp);
466 (void) insert_ob_in_ob (tmp, container);
467 tmp = next;
468 }
469 /* sum_weight will go through and calculate what all the containers are
470 * carrying.
471 */
472 sum_weight (container);
473} 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
474 259
475/* 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
476 * 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
477 * 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
478 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 264 */
481 265void
482static void 266maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 267{
485 int x, y; 268 if (!spaces)
486 object *tmp, *op, *last, *above; 269 return;
487 archetype *at;
488 270
489 for (x = 0; x < MAP_WIDTH (m); x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < MAP_HEIGHT (m); y++) 272 {
491 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
492 { 275 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 278 {
504 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
505 281
506 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 286
511 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 289 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
520 } /* for at = tmp->arch->more */ 291 op = op->above;
521 } /* for objects on this space */ 292 }
293 }
522} 294}
295
296//-GPL
523 297
524/* 298/*
525 * 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
526 * file pointer. 300 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 301 */
529void 302bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
531{ 304{
532 int i, j; 305 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 306 {
541 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 308
543 * or editor will not be able to do anything with it either. 309 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 310 {
547 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
548 continue; 346 continue;
549 }
550 347
551
552 switch (i)
553 {
554 case LL_NORMAL:
555 /* if we are loading an overlay, put the floors on the bottom */
556 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
558 else
559 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
560
561 if (op->inv)
562 sum_weight (op);
563
564 prev = op, last_more = op;
565 break;
566
567 case LL_MORE: 348 case KW_EOF:
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
569 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
570 break; 354 break;
571 } 355 }
572 356
573 if (mapflags & MAP_STYLE) 357 f.next ();
574 remove_from_active_list (op);
575
576 op = object::create ();
577 op->map = m;
578 }
579
580 for (i = 0; i < m->width; i++)
581 { 358 }
582 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 activate_physics ();
376}
377
378void
379maptile::deactivate ()
380{
381 if (state != MAP_ACTIVE)
382 return;
383
384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
385 for (object *op = ms->bot; op; op = op->above)
386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
389}
390
391bool
392maptile::_save_objects (object_freezer &f, int flags)
393{
394 coroapi::cede_to_tick ();
395
396 if (flags & IO_HEADER)
397 _save_header (f);
398
399 if (!spaces)
400 return false;
401
402 for (int i = 0; i < size (); ++i)
403 {
404 bool unique = 0;
405
406 for (object *op = spaces [i].bot; op; op = op->above)
583 { 407 {
584 unique = 0; 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
585 /* check for unique items, or unique squares */ 409
586 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 410 if (expect_false (!op->can_map_save ()))
411 continue;
412
413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
587 { 414 {
588 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 415 if (flags & IO_UNIQUES)
589 unique = 1; 416 op->write (f);
590
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 } 417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
594 } 420 }
595 } 421 }
596 422
597 op->destroy (); 423 coroapi::cede_to_tick ();
598 link_multipart_objects (m);
599}
600 424
601/* This saves all the objects on the map in a non destructive fashion. 425 return true;
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 426}
603 * and we only save the head of multi part objects - this is needed 427
604 * in order to do map tiling properly. 428bool
429maptile::_save_objects (const char *path, int flags)
430{
431 object_freezer freezer;
432
433 if (!_save_objects (freezer, flags))
434 return false;
435
436 return freezer.save (path);
437}
438
439void
440maptile::init ()
441{
442 state = MAP_SWAPPED;
443
444 /* The maps used to pick up default x and y values from the
445 * map archetype. Mimic that behaviour.
605 */ 446 */
606void 447 width = 16;
607save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 448 height = 16;
608{ 449 timeout = 300;
609 int i, j = 0, unique = 0; 450 max_items = MAX_ITEM_PER_ACTION;
610 object *op; 451 max_volume = 2000000; // 2m³
611 452 reset_timeout = 0;
612 /* first pass - save one-part objects */ 453 enter_x = 0;
613 for (i = 0; i < MAP_WIDTH (m); i++) 454 enter_y = 0;
614 for (j = 0; j < MAP_HEIGHT (m); j++)
615 {
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621
622 if (op->type == PLAYER)
623 {
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627
628 if (op->head || op->owner)
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638} 455}
639 456
640maptile::maptile () 457maptile::maptile ()
641{ 458{
642 in_memory = MAP_SWAPPED; 459 init ();
643 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour.
645 */
646 MAP_WIDTH (this) = 16;
647 MAP_HEIGHT (this) = 16;
648 MAP_RESET_TIMEOUT (this) = 0;
649 MAP_TIMEOUT (this) = 300;
650 MAP_ENTER_X (this) = 0;
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655} 460}
656 461
657/* 462maptile::maptile (int w, int h)
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662maptile *
663get_linked_map (void)
664{ 463{
665 maptile *mp, *map = new maptile; 464 init ();
666 465
667 for (mp = first_map; mp && mp->next; mp = mp->next); 466 width = w;
467 height = h;
668 468
669 if (mp == NULL) 469 alloc ();
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675} 470}
676 471
677/* 472/*
678 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
680 * map. 475 * map.
681 */ 476 */
682void 477void
683maptile::allocate () 478maptile::alloc ()
684{ 479{
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces) 480 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702}
703
704/* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707maptile *
708get_empty_map (int sizex, int sizey)
709{
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
718} 484}
485
486//+GPL
719 487
720/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date. 490 * at a later date.
723 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
724 */ 492 */
725
726static shopitems * 493static shopitems *
727parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
728{ 495{
729 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL; 497 shopitems *items = NULL;
739 p = strchr (p, ';'); 506 p = strchr (p, ';');
740 number_of_entries++; 507 number_of_entries++;
741 if (p) 508 if (p)
742 p++; 509 p++;
743 } 510 }
511
744 p = shop_string; 512 p = shop_string;
745 strip_endline (p); 513 strip_endline (p);
746 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
748 { 516 {
749 if (!p) 517 if (!p)
750 { 518 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break; 520 break;
753 } 521 }
522
754 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
785 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
786 */ 555 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 } 557 }
789 } 558 }
559
790 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
791 if (next_semicolon) 561 if (next_semicolon)
792 p = ++next_semicolon; 562 p = ++next_semicolon;
793 else 563 else
794 p = NULL; 564 p = NULL;
795 } 565 }
566
796 free (shop_string); 567 free (shop_string);
797 return items; 568 return items;
798} 569}
799 570
800/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
801 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
802static void 573static const char *
803print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
804{ 575{
805 int i; 576 static dynbuf_text buf; buf.clear ();
806 char tmp[MAX_BUF]; 577 bool first = true;
807 578
808 strcpy (output_string, "");
809 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
810 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
811 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
812 { 587 {
813 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
814 {
815 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
816 }
817 else 590 else
818 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
819 } 592 }
820 else 593 else
821 { 594 {
822 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
825 }
826 else 597 else
827 sprintf (tmp, "*"); 598 buf.printf ("*");
828 } 599 }
829 strcat (output_string, tmp);
830 } 600 }
601
602 return buf;
831} 603}
604
605//-GPL
832 606
833/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
834 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
835 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
836 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
838 * put all the stuff in the map object so that names actually make 612 * put all the stuff in the map object so that names actually make
839 * sense. 613 * sense.
840 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
841 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
842 * MSW 2001-07-01 616 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */ 617 */
845 618bool
846static int 619maptile::_load_header (object_thawer &thawer)
847load_map_header (object_thawer & fp, maptile *m)
848{ 620{
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 { 622 {
855 buf[HUGE_BUF - 1] = 0; 623 switch (thawer.kw)
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 { 624 {
868 if ((end = strchr (key, '\n'))) 625 case KW_msg:
869 *end = 0; 626 thawer.get_ml (KW_endmsg, msg);
627 break;
628
629 case KW_lore: // deliantra extension
630 thawer.get_ml (KW_endlore, maplore);
631 break;
632
633 case KW_maplore:
634 thawer.get_ml (KW_endmaplore, maplore);
635 break;
636
637 case KW_arch:
638 if (strcmp (thawer.get_str (), "map"))
639 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640 break;
641
642 case KW_oid:
643 thawer.get (this, thawer.get_sint32 ());
644 break;
645
646 case KW_file_format_version: break; // nop
647
648 case KW_name: thawer.get (name); break;
649 case KW_attach: thawer.get (attach); break;
650 case KW_reset_time: thawer.get (reset_time); break;
651 case KW_shopgreed: thawer.get (shopgreed); break;
652 case KW_shopmin: thawer.get (shopmin); break;
653 case KW_shopmax: thawer.get (shopmax); break;
654 case KW_shoprace: thawer.get (shoprace); break;
655 case KW_outdoor: thawer.get (outdoor); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
870 } 695 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876 696
877 while (isspace (*value)) 697 thawer.next ();
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 fp.get (m, atoi (value));
973 else if (!strcmp (key, "attach"))
974 m->attach = value;
975 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
976 m->enter_x = atoi (value);
977 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
978 m->enter_y = atoi (value);
979 else if (!strcmp (key, "x") || !strcmp (key, "width"))
980 m->width = atoi (value);
981 else if (!strcmp (key, "y") || !strcmp (key, "height"))
982 m->height = atoi (value);
983 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
984 m->reset_timeout = atoi (value);
985 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
986 m->timeout = atoi (value);
987 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
988 m->difficulty = clamp (atoi (value), 1, settings.max_level);
989 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
990 m->darkness = atoi (value);
991 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
992 m->fixed_resettime = atoi (value);
993 else if (!strcmp (key, "unique"))
994 m->unique = atoi (value);
995 else if (!strcmp (key, "template"))
996 m->templatemap = atoi (value);
997 else if (!strcmp (key, "region"))
998 m->region = get_region_by_name (value);
999 else if (!strcmp (key, "shopitems"))
1000 {
1001 *end = 0;
1002 m->shopitems = parse_shop_string (value);
1003 }
1004 else if (!strcmp (key, "shopgreed"))
1005 m->shopgreed = atof (value);
1006 else if (!strcmp (key, "shopmin"))
1007 m->shopmin = atol (value);
1008 else if (!strcmp (key, "shopmax"))
1009 m->shopmax = atol (value);
1010 else if (!strcmp (key, "shoprace"))
1011 {
1012 *end = 0;
1013 m->shoprace = strdup (value);
1014 }
1015 else if (!strcmp (key, "outdoor"))
1016 m->outdoor = atoi (value);
1017 else if (!strcmp (key, "temp"))
1018 m->temp = atoi (value);
1019 else if (!strcmp (key, "pressure"))
1020 m->pressure = atoi (value);
1021 else if (!strcmp (key, "humid"))
1022 m->humid = atoi (value);
1023 else if (!strcmp (key, "windspeed"))
1024 m->windspeed = atoi (value);
1025 else if (!strcmp (key, "winddir"))
1026 m->winddir = atoi (value);
1027 else if (!strcmp (key, "sky"))
1028 m->sky = atoi (value);
1029 else if (!strcmp (key, "nosmooth"))
1030 m->nosmooth = atoi (value);
1031 else if (!strncmp (key, "tile_path_", 10))
1032 {
1033 int tile = atoi (key + 10);
1034
1035 if (tile < 1 || tile > 4)
1036 {
1037 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1038 }
1039 else
1040 {
1041 char *path;
1042
1043 *end = 0;
1044
1045 if (m->tile_path[tile - 1])
1046 {
1047 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1048 free (m->tile_path[tile - 1]);
1049 m->tile_path[tile - 1] = NULL;
1050 }
1051
1052 if (check_path (value, 1) != -1)
1053 {
1054 /* The unadorned path works. */
1055 path = value;
1056 }
1057 else
1058 {
1059 /* Try again; it could be a relative exit. */
1060
1061 path = path_combine_and_normalize (m->path, value);
1062
1063 if (check_path (path, 1) == -1)
1064 {
1065 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1066 path = NULL;
1067 }
1068 }
1069
1070 if (editor)
1071 {
1072 /* Use the value as in the file. */
1073 m->tile_path[tile - 1] = strdup (value);
1074 }
1075 else if (path != NULL)
1076 {
1077 /* Use the normalized value. */
1078 m->tile_path[tile - 1] = strdup (path);
1079 }
1080 } /* end if tile direction (in)valid */
1081 }
1082 else
1083 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1084 }
1085
1086 if (!key || strcmp (key, "end"))
1087 { 698 }
1088 LOG (llevError, "Got premature eof on map header!\n");
1089 return 1;
1090 }
1091 699
1092 return 0; 700 abort ();
1093} 701}
1094 702
1095/* 703//+GPL
1096 * Opens the file "filename" and reads information about the map
1097 * from the given file, and stores it in a newly allocated
1098 * maptile. A pointer to this structure is returned, or NULL on failure.
1099 * flags correspond to those in map.h. Main ones used are
1100 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1101 * MAP_BLOCK, in which case we block on this load. This happens in all
1102 * cases, no matter if this flag is set or not.
1103 * MAP_STYLE: style map - don't add active objects, don't add to server
1104 * managed map list.
1105 */
1106
1107maptile *
1108load_original_map (const char *filename, int flags)
1109{
1110 maptile *m;
1111 char pathname[MAX_BUF];
1112
1113 if (flags & MAP_PLAYER_UNIQUE)
1114 strcpy (pathname, filename);
1115 else if (flags & MAP_OVERLAY)
1116 strcpy (pathname, create_overlay_pathname (filename));
1117 else
1118 strcpy (pathname, create_pathname (filename));
1119
1120 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1121
1122 object_thawer thawer (pathname);
1123
1124 if (!thawer)
1125 return 0;
1126
1127 m = get_linked_map ();
1128
1129 strcpy (m->path, filename);
1130 if (load_map_header (thawer, m))
1131 {
1132 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1133 delete_map (m);
1134 return NULL;
1135 }
1136
1137 m->allocate ();
1138
1139 m->in_memory = MAP_LOADING;
1140 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1141
1142 m->in_memory = MAP_IN_MEMORY;
1143 if (!MAP_DIFFICULTY (m))
1144 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1145 set_map_reset_time (m);
1146 m->instantiate ();
1147 return (m);
1148}
1149
1150/*
1151 * Loads a map, which has been loaded earlier, from file.
1152 * Return the map object we load into (this can change from the passed
1153 * option if we can't find the original map)
1154 */
1155
1156static maptile *
1157load_temporary_map (maptile *m)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (!m->tmpname)
1162 {
1163 LOG (llevError, "No temporary filename for map %s\n", m->path);
1164 strcpy (buf, m->path);
1165 delete_map (m);
1166 m = load_original_map (buf, 0);
1167 if (m == NULL)
1168 return NULL;
1169 fix_auto_apply (m); /* Chests which open as default */
1170 return m;
1171 }
1172
1173 object_thawer thawer (m->tmpname);
1174
1175 if (!thawer)
1176 {
1177 strcpy (buf, m->path);
1178 delete_map (m);
1179 m = load_original_map (buf, 0);
1180 if (!m)
1181 return NULL;
1182 fix_auto_apply (m); /* Chests which open as default */
1183 return m;
1184 }
1185
1186 if (load_map_header (thawer, m))
1187 {
1188 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1189 delete_map (m);
1190 m = load_original_map (m->path, 0);
1191 return NULL;
1192 }
1193
1194 m->allocate ();
1195
1196 m->in_memory = MAP_LOADING;
1197 load_objects (m, thawer, 0);
1198
1199 m->in_memory = MAP_IN_MEMORY;
1200 INVOKE_MAP (SWAPIN, m);
1201 return m;
1202}
1203
1204/*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return NULL;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236}
1237 704
1238/****************************************************************************** 705/******************************************************************************
1239 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1240 *****************************************************************************/ 707 *****************************************************************************/
1241 708
1242/* This goes through map 'm' and removed any unique items on the map. */ 709/* This goes through the maptile and removed any unique items on the map. */
1243static void 710void
1244delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1245{ 712{
1246 int i, j, unique; 713 for (int i = 0; i < size (); ++i)
1247 object *op, *next;
1248
1249 for (i = 0; i < MAP_WIDTH (m); i++)
1250 for (j = 0; j < MAP_HEIGHT (m); j++)
1251 { 714 {
1252 unique = 0; 715 int unique = 0;
716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1253 719
1254 for (op = get_map_ob (m, i, j); op; op = next) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
721 unique = 1;
722
723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
724 op->destroy ();
725
726 op = above;
727 }
728 }
729}
730
731//-GPL
732
733bool
734maptile::_save_header (object_freezer &freezer)
735{
736#define MAP_OUT(k) freezer.put (KW(k), k)
737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
738
739 MAP_OUT2 (arch, CS(map));
740
741 if (name) MAP_OUT (name);
742 MAP_OUT (swap_time);
743 MAP_OUT (reset_time);
744 MAP_OUT (reset_timeout);
745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
748 MAP_OUT (difficulty);
749 if (default_region) MAP_OUT2 (region, default_region->name);
750
751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761 MAP_OUT (darkness);
762 MAP_OUT (outdoor);
763
764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766
767 MAP_OUT (per_player);
768 MAP_OUT (per_party);
769
770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
776
777 freezer.put (this);
778 freezer.put (KW(end));
779
780 return true;
781}
782
783bool
784maptile::_save_header (const char *path)
785{
786 object_freezer freezer;
787
788 if (!_save_header (freezer))
789 return false;
790
791 return freezer.save (path);
792}
793
794//+GPL
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
1255 { 806 {
807 // manually remove, as to not trigger anything
1256 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1257 810
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1259 unique = 1;
1260 812
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
1262 { 817 {
1263 clean_object (op); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1264
1265 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1266 remove_button_link (op);
1267
1268 op->destroy (); 819 head->destroy ();
1269 } 820 }
1270 } 821 }
822
823 sfree0 (spaces, size ());
1271 } 824 }
1272}
1273 825
1274
1275/*
1276 * Loads unique objects from file(s) into the map which is in memory
1277 * m is the map to load unique items into.
1278 */
1279static void
1280load_unique_objects (maptile *m)
1281{
1282 int count;
1283 char firstname[MAX_BUF];
1284
1285 for (count = 0; count < 10; count++)
1286 {
1287 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1288 if (!access (firstname, R_OK))
1289 break;
1290 }
1291 /* If we get here, we did not find any map */
1292 if (count == 10)
1293 return;
1294
1295 object_thawer thawer (firstname);
1296
1297 if (!thawer)
1298 return;
1299
1300 m->in_memory = MAP_LOADING;
1301 if (m->tmpname == NULL) /* if we have loaded unique items from */
1302 delete_unique_items (m); /* original map before, don't duplicate them */
1303 load_objects (m, thawer, 0);
1304
1305 m->in_memory = MAP_IN_MEMORY;
1306}
1307
1308
1309/*
1310 * Saves a map to file. If flag is set, it is saved into the same
1311 * file it was (originally) loaded from. Otherwise a temporary
1312 * filename will be genarated, and the file will be stored there.
1313 * The temporary filename will be stored in the maptileure.
1314 * If the map is unique, we also save to the filename in the map
1315 * (this should have been updated when first loaded)
1316 */
1317
1318int
1319new_save_map (maptile *m, int flag)
1320{
1321 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1322 int i;
1323
1324 if (flag && !*m->path)
1325 {
1326 LOG (llevError, "Tried to save map without path.\n");
1327 return -1;
1328 }
1329
1330 if (flag || (m->unique) || (m->templatemap))
1331 {
1332 if (!m->unique && !m->templatemap)
1333 { /* flag is set */
1334 if (flag == 2)
1335 strcpy (filename, create_overlay_pathname (m->path));
1336 else
1337 strcpy (filename, create_pathname (m->path));
1338 }
1339 else
1340 strcpy (filename, m->path);
1341
1342 make_path_to_file (filename);
1343 }
1344 else
1345 {
1346 if (!m->tmpname)
1347 m->tmpname = tempnam (settings.tmpdir, NULL);
1348
1349 strcpy (filename, m->tmpname);
1350 }
1351
1352 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1353 m->in_memory = MAP_SAVING;
1354
1355 object_freezer freezer;
1356
1357 /* legacy */
1358 fprintf (freezer, "arch map\n");
1359 if (m->name)
1360 fprintf (freezer, "name %s\n", m->name);
1361 if (!flag)
1362 fprintf (freezer, "swap_time %d\n", m->swap_time);
1363 if (m->reset_timeout)
1364 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1365 if (m->fixed_resettime)
1366 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1367 /* we unfortunately have no idea if this is a value the creator set
1368 * or a difficulty value we generated when the map was first loaded
1369 */
1370 if (m->difficulty)
1371 fprintf (freezer, "difficulty %d\n", m->difficulty);
1372 if (m->region)
1373 fprintf (freezer, "region %s\n", m->region->name);
1374 if (m->shopitems)
1375 {
1376 print_shop_string (m, shop);
1377 fprintf (freezer, "shopitems %s\n", shop);
1378 }
1379 if (m->shopgreed)
1380 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1381 if (m->shopmin)
1382 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1383 if (m->shopmax)
1384 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1385 if (m->shoprace)
1386 fprintf (freezer, "shoprace %s\n", m->shoprace);
1387 if (m->darkness)
1388 fprintf (freezer, "darkness %d\n", m->darkness);
1389 if (m->width)
1390 fprintf (freezer, "width %d\n", m->width);
1391 if (m->height)
1392 fprintf (freezer, "height %d\n", m->height);
1393 if (m->enter_x)
1394 fprintf (freezer, "enter_x %d\n", m->enter_x);
1395 if (m->enter_y)
1396 fprintf (freezer, "enter_y %d\n", m->enter_y);
1397 if (m->msg)
1398 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1399 if (m->maplore)
1400 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1401 if (m->unique)
1402 fprintf (freezer, "unique %d\n", m->unique);
1403 if (m->templatemap)
1404 fprintf (freezer, "template %d\n", m->templatemap);
1405 if (m->outdoor)
1406 fprintf (freezer, "outdoor %d\n", m->outdoor);
1407 if (m->temp)
1408 fprintf (freezer, "temp %d\n", m->temp);
1409 if (m->pressure)
1410 fprintf (freezer, "pressure %d\n", m->pressure);
1411 if (m->humid)
1412 fprintf (freezer, "humid %d\n", m->humid);
1413 if (m->windspeed)
1414 fprintf (freezer, "windspeed %d\n", m->windspeed);
1415 if (m->winddir)
1416 fprintf (freezer, "winddir %d\n", m->winddir);
1417 if (m->sky)
1418 fprintf (freezer, "sky %d\n", m->sky);
1419 if (m->nosmooth)
1420 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1421
1422 /* Save any tiling information, except on overlays */
1423 if (flag != 2)
1424 for (i = 0; i < 4; i++)
1425 if (m->tile_path[i])
1426 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1427
1428 freezer.put (m);
1429 fprintf (freezer, "end\n");
1430
1431 /* In the game save unique items in the different file, but
1432 * in the editor save them to the normal map file.
1433 * If unique map, save files in the proper destination (set by
1434 * player)
1435 */
1436 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1437 {
1438 object_freezer unique;
1439
1440 if (flag == 2)
1441 save_objects (m, freezer, unique, 2);
1442 else
1443 save_objects (m, freezer, unique, 0);
1444
1445 sprintf (buf, "%s.v00", create_items_path (m->path));
1446
1447 unique.save (buf);
1448 }
1449 else
1450 { /* save same file when not playing, like in editor */
1451 save_objects (m, freezer, freezer, 0);
1452 }
1453
1454 freezer.save (filename);
1455
1456 return 0;
1457}
1458
1459
1460/*
1461 * Remove and free all objects in the inventory of the given object.
1462 * object.c ?
1463 */
1464
1465void
1466clean_object (object *op)
1467{
1468 object *tmp, *next;
1469
1470 for (tmp = op->inv; tmp; tmp = next)
1471 {
1472 next = tmp->below;
1473
1474 clean_object (tmp);
1475 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1476 remove_button_link (tmp);
1477
1478 tmp->destroy ();
1479 }
1480}
1481
1482/*
1483 * Remove and free all objects in the given map.
1484 */
1485
1486void
1487free_all_objects (maptile *m)
1488{
1489 int i, j;
1490 object *op;
1491
1492 for (i = 0; i < MAP_WIDTH (m); i++)
1493 for (j = 0; j < MAP_HEIGHT (m); j++)
1494 {
1495 object *previous_obj = NULL;
1496
1497 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1498 {
1499 if (op == previous_obj)
1500 {
1501 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1502 break;
1503 }
1504
1505 previous_obj = op;
1506
1507 if (op->head != NULL)
1508 op = op->head;
1509
1510 /* If the map isn't in memory, free_object will remove and
1511 * free objects in op's inventory. So let it do the job.
1512 */
1513 if (m->in_memory == MAP_IN_MEMORY)
1514 clean_object (op);
1515
1516 op->destroy ();
1517 }
1518 }
1519}
1520
1521/*
1522 * Frees everything allocated by the given maptileure.
1523 * don't free tmpname - our caller is left to do that
1524 */
1525
1526void
1527free_map (maptile *m, int flag)
1528{
1529 int i;
1530
1531 if (!m->in_memory)
1532 {
1533 LOG (llevError, "Trying to free freed map.\n");
1534 return;
1535 }
1536
1537 // TODO: use new/delete
1538#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1539
1540 if (flag && m->spaces)
1541 free_all_objects (m);
1542 if (m->name)
1543 FREE_AND_CLEAR (m->name);
1544 if (m->spaces)
1545 FREE_AND_CLEAR (m->spaces);
1546 if (m->msg)
1547 FREE_AND_CLEAR (m->msg);
1548 if (m->maplore)
1549 FREE_AND_CLEAR (m->maplore);
1550
1551 delete [] m->shopitems;
1552 m->shopitems = 0;
1553
1554 if (m->shoprace)
1555 FREE_AND_CLEAR (m->shoprace);
1556
1557 if (m->buttons) 826 if (buttons)
1558 free_objectlinkpt (m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1559 828
1560 m->buttons = NULL; 829 sfree0 (regions, size ());
1561 830 delete [] regionmap; regionmap = 0;
1562 for (i = 0; i < 4; i++)
1563 {
1564 if (m->tile_path[i])
1565 FREE_AND_CLEAR (m->tile_path[i]);
1566 m->tile_map[i] = NULL;
1567 }
1568
1569 m->in_memory = MAP_SWAPPED;
1570
1571#undef FREE_AND_CLEAR
1572
1573} 831}
1574 832
1575/*
1576 * function: vanish maptile
1577 * m : pointer to maptile, if NULL no action
1578 * this deletes all the data on the map (freeing pointers)
1579 * and then removes this map from the global linked list of maps.
1580 */
1581
1582void 833void
1583delete_map (maptile *m) 834maptile::clear_header ()
1584{ 835{
1585 maptile *tmp, *last; 836 name = 0;
1586 int i; 837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1587 841
1588 if (!m) 842 for (int i = 0; i < array_length (tile_path); i++)
1589 return; 843 tile_path [i] = 0;
844}
1590 845
1591 m->clear (); 846maptile::~maptile ()
847{
848 assert (destroyed ());
849}
1592 850
1593 if (m->in_memory == MAP_IN_MEMORY) 851void
1594 { 852maptile::clear_links_to (maptile *m)
1595 /* change to MAP_SAVING, even though we are not, 853{
1596 * so that remove_ob doesn't do as much work.
1597 */
1598 m->in_memory = MAP_SAVING;
1599 free_map (m, 1);
1600 }
1601 /* move this out of free_map, since tmpname can still be needed if
1602 * the map is swapped out.
1603 */
1604 if (m->tmpname)
1605 {
1606 free (m->tmpname);
1607 m->tmpname = NULL;
1608 }
1609 last = NULL;
1610 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1611 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1612 * tiling can be assymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1613 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1614 */ 858 */
1615 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 859 for (int i = 0; i < array_length (tile_path); i++)
1616 {
1617 if (tmp->next == m)
1618 last = tmp;
1619
1620 /* This should hopefully get unrolled on a decent compiler */
1621 for (i = 0; i < 4; i++)
1622 if (tmp->tile_map[i] == m) 860 if (tile_map[i] == m)
1623 tmp->tile_map[i] = NULL; 861 tile_map[i] = 0;
1624 } 862}
1625 863
1626 /* If last is null, then this should be the first map in the list */ 864void
865maptile::do_destroy ()
866{
867 attachable::do_destroy ();
868
869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
874void
875maptile::do_decay_objects ()
876{
1627 if (!last) 877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1628 { 882 {
1629 if (m == first_map) 883 above = op->above;
1630 first_map = m->next; 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
1631 else 916 else
1632 /* m->path is a static char, so should hopefully still have
1633 * some useful data in it.
1634 */
1635 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1636 }
1637 else
1638 last->next = m->next;
1639
1640 delete m;
1641}
1642
1643/*
1644 * Makes sure the given map is loaded and swapped in.
1645 * name is path name of the map.
1646 * flags meaning:
1647 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1648 * and don't do unique items or the like.
1649 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1650 * dont do any more name translation on it.
1651 *
1652 * Returns a pointer to the given map.
1653 */
1654maptile *
1655ready_map_name (const char *name, int flags)
1656{
1657 maptile *m;
1658
1659 if (!name)
1660 return (NULL);
1661
1662 /* Have we been at this level before? */
1663 m = has_been_loaded (name);
1664
1665 /* Map is good to go, so just return it */
1666 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1667 {
1668 return m;
1669 }
1670
1671 /* unique maps always get loaded from their original location, and never
1672 * a temp location. Likewise, if map_flush is set, or we have never loaded
1673 * this map, load it now. I removed the reset checking from here -
1674 * it seems the probability of a player trying to enter a map that should
1675 * reset but hasn't yet is quite low, and removing that makes this function
1676 * a bit cleaner (and players probably shouldn't rely on exact timing for
1677 * resets in any case - if they really care, they should use the 'maps command.
1678 */
1679 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1680 {
1681
1682 /* first visit or time to reset */
1683 if (m)
1684 { 917 {
1685 clean_tmp_map (m); /* Doesn't make much difference */ 918 int mat = op->materials;
1686 delete_map (m); 919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
1687 } 933 }
1688 934
1689 /* create and load a map */ 935 /* adjust overall chance below */
1690 if (flags & MAP_PLAYER_UNIQUE) 936 if (destroy && rndm (0, 1))
1691 LOG (llevDebug, "Trying to load map %s.\n", name); 937 op->destroy ();
1692 else
1693 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1694
1695 //eval_pv ("$x = Event::time", 1);//D
1696 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1697 return (NULL);
1698 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1699
1700 fix_auto_apply (m); /* Chests which open as default */
1701
1702 /* If a player unique map, no extra unique object file to load.
1703 * if from the editor, likewise.
1704 */
1705 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1706 load_unique_objects (m);
1707
1708 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1709 {
1710 m = load_overlay_map (name, m);
1711 if (m == NULL)
1712 return NULL;
1713 } 938 }
1714
1715 if (flags & MAP_PLAYER_UNIQUE)
1716 INVOKE_MAP (SWAPIN, m);
1717
1718 }
1719 else
1720 {
1721 /* If in this loop, we found a temporary map, so load it up. */
1722
1723 m = load_temporary_map (m);
1724 if (m == NULL)
1725 return NULL;
1726 load_unique_objects (m);
1727
1728 clean_tmp_map (m);
1729 m->in_memory = MAP_IN_MEMORY;
1730 /* tempnam() on sun systems (probably others) uses malloc
1731 * to allocated space for the string. Free it here.
1732 * In some cases, load_temporary_map above won't find the
1733 * temporary map, and so has reloaded a new map. If that
1734 * is the case, tmpname is now null
1735 */
1736 if (m->tmpname)
1737 free (m->tmpname);
1738 m->tmpname = NULL;
1739 /* It's going to be saved anew anyway */
1740 }
1741
1742 /* Below here is stuff common to both first time loaded maps and
1743 * temp maps.
1744 */
1745
1746 decay_objects (m); /* start the decay */
1747 /* In case other objects press some buttons down */
1748 update_buttons (m);
1749 if (m->outdoor)
1750 set_darkness_map (m);
1751 /* run the weather over this map */
1752 weather_effect (name);
1753 return m;
1754} 939}
1755
1756 940
1757/* 941/*
1758 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1759 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1760 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1761 * 945 *
1762 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1763 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1764 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1765 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1766 */ 950 */
1767
1768int 951int
1769calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1770{ 953{
1771 object *op;
1772 archetype *at;
1773 int x, y, i;
1774 long monster_cnt = 0; 954 long monster_cnt = 0;
1775 double avgexp = 0; 955 double avgexp = 0;
1776 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1777 957
1778 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1779 { 959 for (object *op = ms->bot; op; op = op->above)
1780 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1781 return MAP_DIFFICULTY (m);
1782 }
1783
1784 for (x = 0; x < MAP_WIDTH (m); x++)
1785 for (y = 0; y < MAP_HEIGHT (m); y++)
1786 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1787 { 960 {
1788 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1789 { 962 {
1790 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1791 monster_cnt++; 964 monster_cnt++;
1792 } 965 }
1793 966
1794 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1795 { 968 {
1796 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1797 at = type_to_archetype (GENERATE_TYPE (op));
1798 970
1799 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1800 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1801
1802 monster_cnt++; 974 monster_cnt++;
1803 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1804 } 982 }
983 }
1805 984
1806 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1807 986
1808 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1809 {
1810 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1811 {
1812 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1813 return i; 989 return i;
1814 }
1815 }
1816 990
1817 return 1; 991 return 1;
1818}
1819
1820void
1821clean_tmp_map (maptile *m)
1822{
1823 if (m->tmpname == NULL)
1824 return;
1825 INVOKE_MAP (CLEAN, m);
1826 (void) unlink (m->tmpname);
1827}
1828
1829void
1830free_all_maps (void)
1831{
1832 int real_maps = 0;
1833
1834 while (first_map)
1835 {
1836 /* I think some of the callers above before it gets here set this to be
1837 * saving, but we still want to free this data
1838 */
1839 if (first_map->in_memory == MAP_SAVING)
1840 first_map->in_memory = MAP_IN_MEMORY;
1841 delete_map (first_map);
1842 real_maps++;
1843 }
1844 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1845} 992}
1846 993
1847/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1848 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1849 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1850 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1851 * to maps than los. 998 * to maps than los.
1852 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1853 */ 1000 */
1854
1855int 1001int
1856change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1857{ 1003{
1858 int new_level = m->darkness + change;
1859
1860 /* Nothing to do */ 1004 /* Nothing to do */
1861 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1862 {
1863 return 0; 1006 return 0;
1864 }
1865 1007
1866 /* inform all players on the map */ 1008 /* inform all players on the map */
1867 if (change > 0) 1009 if (change > 0)
1868 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1869 else 1011 else
1870 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1871 1013
1872 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1873 * we need to be extra careful about negative values.
1874 * In general, the checks below are only needed if change
1875 * is not +/-1
1876 */
1877 if (new_level < 0)
1878 m->darkness = 0;
1879 else if (new_level >= MAX_DARKNESS)
1880 m->darkness = MAX_DARKNESS;
1881 else
1882 m->darkness = new_level;
1883 1015
1884 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1885 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1886 return 1; 1019 return 1;
1887} 1020}
1888
1889 1021
1890/* 1022/*
1891 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1892 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1893 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1894 * through, etc) 1026 * through, etc)
1895 */ 1027 */
1896void 1028void
1897update_position (maptile *m, int x, int y) 1029mapspace::update_ ()
1898{ 1030{
1899 object *tmp, *last = NULL; 1031 object *last = 0;
1900 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1901 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1902 object *top_obj, *floor_obj, *middle_obj;
1903 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1904 1039
1905 oldflags = GET_MAP_FLAGS (m, x, y); 1040 //object *middle = 0;
1906 if (!(oldflags & P_NEED_UPDATE)) 1041 //object *top = 0;
1907 { 1042 //object *floor = 0;
1908 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1043 // this seems to generate better code than using locals, above
1909 return; 1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1910 } 1051 {
1911 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1912 middle = blank_face;
1913 top = blank_face;
1914 floor = blank_face;
1915
1916 middle_obj = NULL;
1917 top_obj = NULL;
1918 floor_obj = NULL;
1919
1920 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1921 {
1922
1923 /* This could be made additive I guess (two lights better than
1924 * one). But if so, it shouldn't be a simple additive - 2
1925 * light bulbs do not illuminate twice as far as once since
1926 * it is a disapation factor that is squared (or is it cubed?)
1927 */
1928 if (tmp->glow_radius > light)
1929 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1930 1054
1931 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1932 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1933 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1934 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1935 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1936 * 1060 *
1937 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1938 */ 1062 */
1939 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1940 { 1064 {
1941 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1942 {
1943 top = tmp->face;
1944 top_obj = tmp; 1066 top = tmp;
1945 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1946 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1947 { 1068 {
1948 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1949 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1950 */ 1071 */
1951 middle = blank_face; 1072 middle = 0;
1952 top = blank_face; 1073 top = 0;
1953 floor = tmp->face;
1954 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1955 } 1077 }
1956 /* Flag anywhere have high priority */ 1078 else
1957 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1958 { 1079 {
1959 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1960 1085
1961 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1962 anywhere = 1; 1088 anywhere = tmp;
1963 } 1089
1964 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
1965 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
1966 * top 1092 * top
1967 */ 1093 */
1968 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1969 { 1095 {
1970 middle = tmp->face; 1096 middle_visibility = ::faces [tmp->face].visibility;
1971 middle_obj = tmp; 1097 middle = tmp;
1098 }
1972 } 1099 }
1973 } 1100 }
1974 if (tmp == tmp->above)
1975 {
1976 LOG (llevError, "Error in structure of map\n");
1977 exit (-1);
1978 }
1979 1101
1980 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1981 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1982 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1983 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1984 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1985 1107
1986 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1108 allflags |= tmp->flag;
1987 flags |= P_IS_ALIVE; 1109
1988 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1989 flags |= P_NO_MAGIC;
1990 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1991 flags |= P_NO_CLERIC;
1992 if (tmp->type == SAFE_GROUND) 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1993 flags |= P_SAFE;
1994
1995 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1996 flags |= P_BLOCKSVIEW;
1997 } /* for stack of objects */
1998
1999 /* we don't want to rely on this function to have accurate flags, but
2000 * since we're already doing the work, we calculate them here.
2001 * if they don't match, logic is broken someplace.
2002 */
2003 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2004 { 1112 }
2005 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1113
2006 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1114 // FLAG_SEE_ANYWHERE takes precedence
2007 } 1115 if (anywhere)
2008 SET_MAP_FLAGS (m, x, y, flags); 1116 middle = anywhere;
2009 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1117
2010 SET_MAP_MOVE_ON (m, x, y, move_on); 1118 // ORing all flags together and checking them here is much faster
2011 SET_MAP_MOVE_OFF (m, x, y, move_off); 1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2012 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1125 this->flags_ = flags;
1126 this->move_block = move_block & ~move_allow;
1127 this->move_on = move_on;
1128 this->move_off = move_off;
1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2013 1132
2014 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
2015 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
2016 * this point. 1135 * this point.
2017 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
2024 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
2025 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
2026 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
2027 */ 1146 */
2028 if (top == middle) 1147 if (top == middle)
2029 middle = blank_face; 1148 middle = 0;
2030 1149
2031 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
2032 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
2033 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
2034 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
2035 */ 1154 */
2036 1155
2037 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
2038 { 1157 {
2039 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
2040 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
2041 break; 1160 break;
2042 1161
2043 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
2044 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
2045 break; 1164 break;
2046 1165
2047 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
2048 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
2049 { 1168 {
2050 /* Fill in top if needed */ 1169 /* Fill in top if needed */
2051 if (top == blank_face) 1170 if (!top)
2052 { 1171 {
2053 top = tmp->face;
2054 top_obj = tmp; 1172 top = tmp;
2055 if (top == middle) 1173 if (top == middle)
2056 middle = blank_face; 1174 middle = 0;
2057 } 1175 }
2058 else 1176 else
2059 { 1177 {
2060 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
2061 * middle is not set 1179 * middle is not set
2062 * 1180 *
2063 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
2064 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
2065 * 1183 *
2066 */ 1184 */
2067 if (tmp->face != top) 1185 if (tmp != top)
2068 { 1186 {
2069 middle = tmp->face;
2070 middle_obj = tmp; 1187 middle = tmp;
2071 break; 1188 break;
2072 } 1189 }
2073 } 1190 }
2074 } 1191 }
2075 } 1192 }
1193
2076 if (middle == floor) 1194 if (middle == floor)
2077 middle = blank_face; 1195 middle = 0;
1196
2078 if (top == middle) 1197 if (top == middle)
2079 middle = blank_face; 1198 middle = 0;
2080 SET_MAP_FACE (m, x, y, top, 0);
2081 if (top != blank_face)
2082 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2083 else
2084 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2085 SET_MAP_FACE (m, x, y, middle, 1);
2086 if (middle != blank_face)
2087 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2088 else
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2090 SET_MAP_FACE (m, x, y, floor, 2);
2091 if (floor != blank_face)
2092 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2093 else
2094 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2095 SET_MAP_LIGHT (m, x, y, light);
2096}
2097 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
2098 1204
2099void 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2100set_map_reset_time (maptile *map) 1206 {
2101{ 1207 // mirror the floor - very unreliable because usually outdated,
2102 int timeout; 1208 // but somewhta works because floors do not change often :/
1209 middle = floor;
2103 1210
2104 timeout = MAP_RESET_TIMEOUT (map); 1211 mapspace &ms = m->at (floor->x, floor->y);
2105 if (timeout <= 0)
2106 timeout = MAP_DEFAULTRESET;
2107 if (timeout >= MAP_MAXRESET)
2108 timeout = MAP_MAXRESET;
2109 MAP_WHEN_RESET (map) = time (0) + timeout;
2110}
2111 1212
2112/* this updates the orig_map->tile_map[tile_num] value after loading 1213 ms.update ();
2113 * the map. It also takes care of linking back the freshly loaded
2114 * maps tile_map values if it tiles back to this one. It returns
2115 * the value of orig_map->tile_map[tile_num]. It really only does this
2116 * so that it is easier for calling functions to verify success.
2117 */
2118 1214
2119static maptile * 1215 if (object *floor2 = ms.faces_obj [2])
2120load_and_link_tiled_map (maptile *orig_map, int tile_num) 1216 if (floor2->arch->archname != shstr_quad_open_space && !middle)
2121{ 1217 {
2122 int dest_tile = (tile_num + 2) % 4; 1218 floor->set_anim_frame (1);
2123 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1219 middle = floor;
1220 floor = floor2;
1221 }
1222 }
1223 }
2124 1224
2125 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1225#if 0
1226 faces_obj [0] = top;
1227 faces_obj [1] = middle;
1228 faces_obj [2] = floor;
1229#endif
1230}
2126 1231
2127 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1232maptile *
2128 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)) 1233maptile::tile_available (int dir, bool load)
2129 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1234{
1235 if (tile_path[dir])
1236 {
1237 // map is there and we don't need to load it OR it's loaded => return what we have
1238 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1239 return tile_map[dir];
2130 1240
2131 return orig_map->tile_map[tile_num]; 1241 // well, try to locate it then, if possible - maybe it's there already
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return tile_map[dir];
1244 }
1245
1246 return 0;
2132} 1247}
2133 1248
2134/* this returns TRUE if the coordinates (x,y) are out of 1249/* this returns TRUE if the coordinates (x,y) are out of
2135 * map m. This function also takes into account any 1250 * map m. This function also takes into account any
2136 * tiling considerations, loading adjacant maps as needed. 1251 * tiling considerations, loading adjacant maps as needed.
2137 * This is the function should always be used when it 1252 * This is the function should always be used when it
2138 * necessary to check for valid coordinates. 1253 * necessary to check for valid coordinates.
2139 * This function will recursively call itself for the 1254 * This function will recursively call itself for the
2140 * tiled maps. 1255 * tiled maps.
2141 *
2142 *
2143 */ 1256 */
2144int 1257int
2145out_of_map (maptile *m, int x, int y) 1258out_of_map (maptile *m, int x, int y)
2146{ 1259{
2147
2148 /* If we get passed a null map, this is obviously the 1260 /* If we get passed a null map, this is obviously the
2149 * case. This generally shouldn't happen, but if the 1261 * case. This generally shouldn't happen, but if the
2150 * map loads fail below, it could happen. 1262 * map loads fail below, it could happen.
2151 */ 1263 */
2152 if (!m) 1264 if (!m)
2153 return 0; 1265 return 0;
2154 1266
2155 if (x < 0) 1267 if (x < 0)
2156 { 1268 {
2157 if (!m->tile_path[3]) 1269 if (!m->tile_available (3))
2158 return 1; 1270 return 1;
2159 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1271
2160 {
2161 load_and_link_tiled_map (m, 3);
2162 }
2163 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1272 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2164 }
2165 if (x >= MAP_WIDTH (m))
2166 { 1273 }
2167 if (!m->tile_path[1]) 1274
1275 if (x >= m->width)
1276 {
1277 if (!m->tile_available (1))
2168 return 1; 1278 return 1;
2169 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1279
2170 {
2171 load_and_link_tiled_map (m, 1);
2172 }
2173 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1280 return out_of_map (m->tile_map[1], x - m->width, y);
2174 } 1281 }
1282
2175 if (y < 0) 1283 if (y < 0)
2176 { 1284 {
2177 if (!m->tile_path[0]) 1285 if (!m->tile_available (0))
2178 return 1; 1286 return 1;
2179 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1287
2180 {
2181 load_and_link_tiled_map (m, 0);
2182 }
2183 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1288 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2184 }
2185 if (y >= MAP_HEIGHT (m))
2186 { 1289 }
2187 if (!m->tile_path[2]) 1290
1291 if (y >= m->height)
1292 {
1293 if (!m->tile_available (2))
2188 return 1; 1294 return 1;
2189 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1295
2190 {
2191 load_and_link_tiled_map (m, 2);
2192 }
2193 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1296 return out_of_map (m->tile_map[2], x, y - m->height);
2194 } 1297 }
2195 1298
2196 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
2197 * map. 1300 * map.
2198 */ 1301 */
2201 1304
2202/* This is basically the same as out_of_map above, but 1305/* This is basically the same as out_of_map above, but
2203 * instead we return NULL if no map is valid (coordinates 1306 * instead we return NULL if no map is valid (coordinates
2204 * out of bounds and no tiled map), otherwise it returns 1307 * out of bounds and no tiled map), otherwise it returns
2205 * the map as that the coordinates are really on, and 1308 * the map as that the coordinates are really on, and
2206 * updates x and y to be the localized coordinates. 1309 * updates x and y to be the localised coordinates.
2207 * Using this is more efficient of calling out_of_map 1310 * Using this is more efficient of calling out_of_map
2208 * and then figuring out what the real map is 1311 * and then figuring out what the real map is
2209 */ 1312 */
2210maptile * 1313maptile *
2211get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1314maptile::xy_find (sint16 &x, sint16 &y)
2212{ 1315{
2213
2214 if (*x < 0) 1316 if (x < 0)
2215 { 1317 {
2216 if (!m->tile_path[3]) 1318 if (!tile_available (3))
2217 return NULL; 1319 return 0;
2218 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2219 load_and_link_tiled_map (m, 3);
2220 1320
2221 *x += MAP_WIDTH (m->tile_map[3]); 1321 x += tile_map[3]->width;
2222 return (get_map_from_coord (m->tile_map[3], x, y)); 1322 return tile_map[3]->xy_find (x, y);
2223 }
2224 if (*x >= MAP_WIDTH (m))
2225 { 1323 }
2226 if (!m->tile_path[1]) 1324
1325 if (x >= width)
1326 {
1327 if (!tile_available (1))
2227 return NULL; 1328 return 0;
2228 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2229 load_and_link_tiled_map (m, 1);
2230 1329
2231 *x -= MAP_WIDTH (m); 1330 x -= width;
2232 return (get_map_from_coord (m->tile_map[1], x, y)); 1331 return tile_map[1]->xy_find (x, y);
2233 } 1332 }
1333
2234 if (*y < 0) 1334 if (y < 0)
2235 { 1335 {
2236 if (!m->tile_path[0]) 1336 if (!tile_available (0))
2237 return NULL; 1337 return 0;
2238 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2239 load_and_link_tiled_map (m, 0);
2240 1338
2241 *y += MAP_HEIGHT (m->tile_map[0]); 1339 y += tile_map[0]->height;
2242 return (get_map_from_coord (m->tile_map[0], x, y)); 1340 return tile_map[0]->xy_find (x, y);
2243 }
2244 if (*y >= MAP_HEIGHT (m))
2245 { 1341 }
2246 if (!m->tile_path[2]) 1342
1343 if (y >= height)
1344 {
1345 if (!tile_available (2))
2247 return NULL; 1346 return 0;
2248 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2249 load_and_link_tiled_map (m, 2);
2250 1347
2251 *y -= MAP_HEIGHT (m); 1348 y -= height;
2252 return (get_map_from_coord (m->tile_map[2], x, y)); 1349 return tile_map[2]->xy_find (x, y);
2253 } 1350 }
2254 1351
2255 /* Simple case - coordinates are within this local 1352 /* Simple case - coordinates are within this local
2256 * map. 1353 * map.
2257 */ 1354 */
2258
2259 return m; 1355 return this;
2260} 1356}
2261 1357
2262/** 1358/**
2263 * Return whether map2 is adjacent to map1. If so, store the distance from 1359 * Return whether map2 is adjacent to map1. If so, store the distance from
2264 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
2265 */ 1361 */
2266static int 1362int
2267adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2268{ 1364{
2269 if (!map1 || !map2) 1365 if (!map1 || !map2)
2270 return 0; 1366 return 0;
2271 1367
1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1369 //fix: compare paths instead (this is likely faster, too!)
2272 if (map1 == map2) 1370 if (map1 == map2)
2273 { 1371 {
2274 *dx = 0; 1372 *dx = 0;
2275 *dy = 0; 1373 *dy = 0;
2276 1374 }
1375 else if (map1->tile_available (TILE_NORTH, false) == map2)
2277 } 1376 {
2278 else if (map1->tile_map[0] == map2)
2279 { /* up */
2280 *dx = 0; 1377 *dx = 0;
2281 *dy = -MAP_HEIGHT (map2); 1378 *dy = -map2->height;
1379 }
1380 else if (map1->tile_available (TILE_EAST , false) == map2)
2282 } 1381 {
2283 else if (map1->tile_map[1] == map2) 1382 *dx = map1->width;
2284 { /* right */
2285 *dx = MAP_WIDTH (map1);
2286 *dy = 0; 1383 *dy = 0;
2287 } 1384 }
2288 else if (map1->tile_map[2] == map2) 1385 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2289 { /* down */ 1386 {
2290 *dx = 0; 1387 *dx = 0;
2291 *dy = MAP_HEIGHT (map1); 1388 *dy = map1->height;
1389 }
1390 else if (map1->tile_available (TILE_WEST , false) == map2)
2292 } 1391 {
2293 else if (map1->tile_map[3] == map2) 1392 *dx = -map2->width;
2294 { /* left */
2295 *dx = -MAP_WIDTH (map2);
2296 *dy = 0; 1393 *dy = 0;
2297
2298 } 1394 }
2299 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1395 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2300 { /* up right */ 1396 { /* up right */
2301 *dx = MAP_WIDTH (map1->tile_map[0]); 1397 *dx = +map1->tile_map[TILE_NORTH]->width;
2302 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1398 *dy = -map1->tile_map[TILE_NORTH]->height;
2303 } 1399 }
2304 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1400 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2305 { /* up left */ 1401 { /* up left */
2306 *dx = -MAP_WIDTH (map2); 1402 *dx = -map2->width;
2307 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1403 *dy = -map1->tile_map[TILE_NORTH]->height;
2308 } 1404 }
2309 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1405 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2310 { /* right up */ 1406 { /* right up */
2311 *dx = MAP_WIDTH (map1); 1407 *dx = +map1->width;
2312 *dy = -MAP_HEIGHT (map2); 1408 *dy = -map2->height;
2313 } 1409 }
2314 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1410 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2315 { /* right down */ 1411 { /* right down */
2316 *dx = MAP_WIDTH (map1); 1412 *dx = +map1->width;
2317 *dy = MAP_HEIGHT (map1->tile_map[1]); 1413 *dy = +map1->tile_map[TILE_EAST]->height;
2318 } 1414 }
2319 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1415 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2320 { /* down right */ 1416 { /* down right */
2321 *dx = MAP_WIDTH (map1->tile_map[2]); 1417 *dx = +map1->tile_map[TILE_SOUTH]->width;
2322 *dy = MAP_HEIGHT (map1); 1418 *dy = +map1->height;
2323 } 1419 }
2324 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1420 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2325 { /* down left */ 1421 { /* down left */
2326 *dx = -MAP_WIDTH (map2); 1422 *dx = -map2->width;
2327 *dy = MAP_HEIGHT (map1); 1423 *dy = +map1->height;
2328 } 1424 }
2329 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1425 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2330 { /* left up */ 1426 { /* left up */
2331 *dx = -MAP_WIDTH (map1->tile_map[3]); 1427 *dx = -map1->tile_map[TILE_WEST]->width;
2332 *dy = -MAP_HEIGHT (map2); 1428 *dy = -map2->height;
2333 } 1429 }
2334 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1430 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2335 { /* left down */ 1431 { /* left down */
2336 *dx = -MAP_WIDTH (map1->tile_map[3]); 1432 *dx = -map1->tile_map[TILE_WEST]->width;
2337 *dy = MAP_HEIGHT (map1->tile_map[3]); 1433 *dy = +map1->tile_map[TILE_WEST]->height;
2338
2339 } 1434 }
2340 else 1435 else
2341 { /* not "adjacent" enough */
2342 return 0; 1436 return 0;
2343 }
2344 1437
2345 return 1; 1438 return 1;
1439}
1440
1441maptile *
1442maptile::xy_load (sint16 &x, sint16 &y)
1443{
1444 maptile *map = xy_find (x, y);
1445
1446 if (map)
1447 map->load_sync ();
1448
1449 return map;
1450}
1451
1452maptile *
1453get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1454{
1455 return m->xy_load (*x, *y);
2346} 1456}
2347 1457
2348/* From map.c 1458/* From map.c
2349 * This is used by get_player to determine where the other 1459 * This is used by get_player to determine where the other
2350 * creature is. get_rangevector takes into account map tiling, 1460 * creature is. get_rangevector takes into account map tiling,
2351 * so you just can not look the the map coordinates and get the 1461 * so you just can not look the the map coordinates and get the
2352 * righte value. distance_x/y are distance away, which 1462 * righte value. distance_x/y are distance away, which
2353 * can be negativbe. direction is the crossfire direction scheme 1463 * can be negative. direction is the crossfire direction scheme
2354 * that the creature should head. part is the part of the 1464 * that the creature should head. part is the part of the
2355 * monster that is closest. 1465 * monster that is closest.
2356 * 1466 *
2357 * get_rangevector looks at op1 and op2, and fills in the 1467 * get_rangevector looks at op1 and op2, and fills in the
2358 * structure for op1 to get to op2. 1468 * structure for op1 to get to op2.
2363 * be unexpected 1473 * be unexpected
2364 * 1474 *
2365 * currently, the only flag supported (0x1) is don't translate for 1475 * currently, the only flag supported (0x1) is don't translate for
2366 * closest body part of 'op1' 1476 * closest body part of 'op1'
2367 */ 1477 */
2368
2369void 1478void
2370get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2371{ 1480{
2372 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2373 { 1482 {
2374 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
2375 retval->distance = 100000; 1484 retval->distance = 10000;
2376 retval->distance_x = 32767; 1485 retval->distance_x = 10000;
2377 retval->distance_y = 32767; 1486 retval->distance_y = 10000;
2378 retval->direction = 0; 1487 retval->direction = 0;
2379 retval->part = 0; 1488 retval->part = 0;
2380 } 1489 }
2381 else 1490 else
2382 { 1491 {
2383 object *best;
2384
2385 retval->distance_x += op2->x - op1->x; 1492 retval->distance_x += op2->x - op1->x;
2386 retval->distance_y += op2->y - op1->y; 1493 retval->distance_y += op2->y - op1->y;
2387 1494
2388 best = op1; 1495 object *best = op1;
1496
2389 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
2390 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 1) && op1->more)
2391 { 1499 {
2392 object *tmp; 1500 int best_distance = idistance (retval->distance_x, retval->distance_y);
2393 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2394 1501
2395 /* we just take the offset of the piece to head to figure 1502 /* we just take the offset of the piece to head to figure
2396 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
2397 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
2398 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
2399 * below works. 1506 * below works.
2400 */ 1507 */
2401 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2402 { 1509 {
2403 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1510 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2404 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511
2405 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
2406 { 1513 {
2407 best_distance = tmpi; 1514 best_distance = tmpi;
2408 best = tmp; 1515 best = tmp;
2409 } 1516 }
2410 } 1517 }
1518
2411 if (best != op1) 1519 if (best != op1)
2412 { 1520 {
2413 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
2414 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
2415 } 1523 }
2416 } 1524 }
1525
2417 retval->part = best; 1526 retval->part = best;
2418 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2419 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2420 } 1529 }
2421} 1530}
2422 1531
2423/* this is basically the same as get_rangevector above, but instead of 1532/* this is basically the same as get_rangevector above, but instead of
2424 * the first parameter being an object, it instead is the map 1533 * the first parameter being an object, it instead is the map
2428 * flags has no meaning for this function at this time - I kept it in to 1537 * flags has no meaning for this function at this time - I kept it in to
2429 * be more consistant with the above function and also in case they are needed 1538 * be more consistant with the above function and also in case they are needed
2430 * for something in the future. Also, since no object is pasted, the best 1539 * for something in the future. Also, since no object is pasted, the best
2431 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
2432 */ 1541 */
2433
2434void 1542void
2435get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1543get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2436{ 1544{
2437 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2438 { 1546 {
2439 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
2440 retval->distance = 100000; 1548 retval->distance = 100000;
2441 retval->distance_x = 32767; 1549 retval->distance_x = 32767;
2442 retval->distance_y = 32767; 1550 retval->distance_y = 32767;
2443 retval->direction = 0; 1551 retval->direction = 0;
2444 retval->part = 0; 1552 retval->part = 0;
2445 } 1553 }
2446 else 1554 else
2447 { 1555 {
2448 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
2449 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
2450 1558
2451 retval->part = NULL; 1559 retval->part = 0;
2452 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1560 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2453 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2454 } 1562 }
2455} 1563}
2456 1564
2457/* Returns true of op1 and op2 are effectively on the same map 1565/* Returns true of op1 and op2 are effectively on the same map
2458 * (as related to map tiling). Note that this looks for a path from 1566 * (as related to map tiling). Note that this looks for a path from
2459 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1567 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2460 * to op1, this will still return false. 1568 * to op1, this will still return false.
2461 * Note we only look one map out to keep the processing simple 1569 * Note we only look one map out to keep the processing simple
2462 * and efficient. This could probably be a macro. 1570 * and efficient. This could probably be a macro.
2463 * MSW 2001-08-05 1571 * MSW 2001-08-05
2464 */ 1572 */
2467{ 1575{
2468 int dx, dy; 1576 int dx, dy;
2469 1577
2470 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
2471} 1579}
1580
1581//-GPL
1582
1583object *
1584maptile::insert (object *op, int x, int y, object *originator, int flags)
1585{
1586 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1587}
1588
1589region *
1590maptile::region (int x, int y) const
1591{
1592 if (regions
1593 && regionmap
1594 && !OUT_OF_REAL_MAP (this, x, y))
1595 if (struct region *reg = regionmap [regions [y * width + x]])
1596 return reg;
1597
1598 if (default_region)
1599 return default_region;
1600
1601 return ::region::default_region ();
1602}
1603
1604//+GPL
1605
1606/* picks a random object from a style map.
1607 */
1608object *
1609maptile::pick_random_object (rand_gen &gen) const
1610{
1611 /* while returning a null object will result in a crash, that
1612 * is actually preferable to an infinite loop. That is because
1613 * most servers will automatically restart in case of crash.
1614 * Change the logic on getting the random space - shouldn't make
1615 * any difference, but this seems clearer to me.
1616 */
1617 for (int i = 1000; --i;)
1618 {
1619 object *pick = at (gen (width), gen (height)).bot;
1620
1621 // must be head: do not prefer big monsters just because they are big.
1622 if (pick && pick->is_head ())
1623 return pick;
1624 }
1625
1626 // instead of crashing in the unlikely(?) case, try to return *something*
1627 return archetype::find (shstr_bug);
1628}
1629
1630//-GPL
1631
1632void
1633maptile::play_sound (faceidx sound, int x, int y) const
1634{
1635 if (!sound)
1636 return;
1637
1638 for_all_players_on_map (pl, this)
1639 if (client *ns = pl->ns)
1640 {
1641 int dx = x - pl->ob->x;
1642 int dy = y - pl->ob->y;
1643
1644 int distance = idistance (dx, dy);
1645
1646 if (distance <= MAX_SOUND_DISTANCE)
1647 ns->play_sound (sound, dx, dy);
1648 }
1649}
1650
1651void
1652maptile::say_msg (const char *msg, int x, int y) const
1653{
1654 for_all_players (pl)
1655 if (client *ns = pl->ns)
1656 {
1657 int dx = x - pl->ob->x;
1658 int dy = y - pl->ob->y;
1659
1660 int distance = idistance (dx, dy);
1661
1662 if (distance <= MAX_SOUND_DISTANCE)
1663 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1664 }
1665}
1666
1667dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668
1669static void
1670split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1671{
1672 // clip to map to the left
1673 if (x0 < 0)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1676 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1677
1678 if (x1 < 0) // entirely to the left
1679 return;
1680
1681 x0 = 0;
1682 }
1683
1684 // clip to map to the right
1685 if (x1 > m->width)
1686 {
1687 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1688 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1689
1690 if (x0 > m->width) // entirely to the right
1691 return;
1692
1693 x1 = m->width;
1694 }
1695
1696 // clip to map above
1697 if (y0 < 0)
1698 {
1699 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1700 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1701
1702 if (y1 < 0) // entirely above
1703 return;
1704
1705 y0 = 0;
1706 }
1707
1708 // clip to map below
1709 if (y1 > m->height)
1710 {
1711 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1712 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1713
1714 if (y0 > m->height) // entirely below
1715 return;
1716
1717 y1 = m->height;
1718 }
1719
1720 // if we get here, the rect is within the current map
1721 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1722
1723 r->m = m;
1724 r->x0 = x0;
1725 r->y0 = y0;
1726 r->x1 = x1;
1727 r->y1 = y1;
1728 r->dx = dx;
1729 r->dy = dy;
1730}
1731
1732maprect *
1733maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1734{
1735 buf.clear ();
1736
1737 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1738
1739 // add end marker
1740 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1741 r->m = 0;
1742
1743 return (maprect *)buf.linearise ();
1744}
1745

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