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Comparing deliantra/server/common/map.C (file contents):
Revision 1.52 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.211 by root, Sat May 7 14:13:48 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 */
37maptile *
38has_been_loaded (const char *name)
39{
40 maptile *map;
41 31
42 if (!name || !*name) 32sint8 maptile::outdoor_darkness;
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230}
231 33
232/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
240 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
241 */ 43 */
242int 44int
243get_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)
244{ 46{
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x; 47 sint16 newx = x;
250 newy = y; 48 sint16 newy = y;
251 49
252 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
253 51
254 if (!mp) 52 if (!mp)
255 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259 54
260 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
261 if (nx) *nx = newx; 56 if (nx) *nx = newx;
262 if (ny) *ny = newy; 57 if (ny) *ny = newy;
263 58
264 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
265} 60}
266 61
267/* 62/*
268 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
277 * by the caller. 72 * by the caller.
278 */ 73 */
279int 74int
280blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
281{ 76{
282 object *tmp;
283 int mflags, blocked;
284
285 /* 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
286 * have already checked this. 78 * have already checked this.
287 */ 79 */
288 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
289 { 81 {
290 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");
291 return 1; 83 return 1;
292 } 84 }
293 85
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->at (sx, sy).flags ();
298 87
299 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
300 90
301 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 93 * things we need to do for players.
304 */ 94 */
305 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
306 return 0; 96 return 0;
307 97
308 /* 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
309 * 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
310 * 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
311 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
312 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
313 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
314 */ 104 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 106 return 0;
317 107
318 if (ob->head != NULL)
319 ob = ob->head; 108 ob = ob->head_ ();
320 109
321 /* 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
322 * 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
323 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
325 */ 114 */
326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
327 { 116 {
328 117 if (OB_MOVE_BLOCK (ob, tmp))
329 /* This must be before the checks below. Code for inventory checkers. */
330 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331 { 118 {
332 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
333 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
334 * pass through this space. 121 return 1;
335 */ 122 else
336 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
337 { 126 {
338 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))
339 return 1; 131 return 1;
340 else 132 }
341 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;
342 } 142 }
343 else 143 else
344 { 144 return 1; // unconditional block
345 /* In this case, the player must not have the object - 145
346 * if they do, they can't pass through.
347 */
348 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
349 return 1;
350 else
351 continue;
352 }
353 } /* if check_inv */
354 else 146 } else {
355 { 147 // space does not block the ob, directly, but
356 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
357 * this more readable. first check - if the space blocks 149 // blocks anything
358 * movement, can't move here. 150
359 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
360 * hidden dm 152 && tmp->type != DOOR
361 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
362 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
366 return 1; 154 return 1;
367 } 155 }
368
369 } 156 }
157
370 return 0; 158 return 0;
371} 159}
372 160
373
374/* 161/*
375 * 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
376 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
378 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
379 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
380 * 167 *
381 * 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.
382 * 169 *
383 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
384 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
395 * 182 *
396 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
397 * 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
398 * against the move_block values. 185 * against the move_block values.
399 */ 186 */
400int 187bool
401ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
402{ 189{
403 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
404 int flag;
405 maptile *m1;
406 sint16 sx, sy;
407
408 if (ob == NULL)
409 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block;
416 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
417 193
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
419 { 195 return 1;
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421 196
422 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
423 return P_OUT_OF_MAP; 198
424 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
425 return P_IS_ALIVE; 200 return 1;
426 201
427 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
428 203 * (signifying non-moving objects)
429
430 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits)
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
435 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != 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, ms.move_block)) 212 if (ms.blocks (move_type))
442 return P_NO_PASS; 213 return 1;
443 } 214 }
444 215
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 < m->width; x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; 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 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 348 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
568 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
569 break; 354 break;
570 } 355 }
571 356
572 if (mapflags & MAP_STYLE) 357 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 358 }
581 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)
582 { 407 {
583 unique = 0; 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 409
585 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]))
586 { 414 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 415 if (flags & IO_UNIQUES)
588 unique = 1; 416 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
593 } 420 }
594 } 421 }
595 422
596 op->destroy (); 423 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 424
600/* This saves all the objects on the map in a non destructive fashion. 425 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 426}
602 * and we only save the head of multi part objects - this is needed 427
603 * 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.
604 */ 446 */
605void 447 width = 16;
606save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag) 448 height = 16;
607{ 449 timeout = 300;
608 int i, j = 0, unique = 0; 450 max_items = MAX_ITEM_PER_ACTION;
609 object *op; 451 max_volume = 2000000; // 2m³
610 452 reset_timeout = 0;
611 /* first pass - save one-part objects */ 453 enter_x = 0;
612 for (i = 0; i < m->width; i++) 454 enter_y = 0;
613 for (j = 0; j < m->height; j++)
614 {
615 unique = 0;
616
617 for (op = m->at (i, j).bot; op; op = op->above)
618 {
619 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
620 unique = 1;
621
622 if (op->type == PLAYER)
623 continue;
624
625 if (op->head || op->owner)
626 continue;
627
628 if (unique || op->flag [FLAG_UNIQUE])
629 save_object (fp2, op, 1);
630 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
631 save_object (fp, op, 1);
632 }
633 }
634} 455}
635 456
636maptile::maptile () 457maptile::maptile ()
637{ 458{
638 in_memory = MAP_SWAPPED; 459 init ();
639 /* The maps used to pick up default x and y values from the
640 * map archetype. Mimic that behaviour.
641 */
642 this->width = 16;
643 this->height = 16;
644 this->reset_timeout = 0;
645 this->timeout = 300;
646 this->enter_x = 0;
647 this->enter_y = 0;
648 /*set part to -1 indicating conversion to weather map not yet done */
649 this->worldpartx = -1;
650 this->worldparty = -1;
651} 460}
652 461
653/* 462maptile::maptile (int w, int h)
654 * Allocates, initialises, and returns a pointer to a maptile.
655 * Modified to no longer take a path option which was not being
656 * used anyways. MSW 2001-07-01
657 */
658maptile *
659get_linked_map (void)
660{ 463{
661 maptile *mp, *map = new maptile; 464 init ();
662 465
663 for (mp = first_map; mp && mp->next; mp = mp->next); 466 width = w;
467 height = h;
664 468
665 if (mp == NULL) 469 alloc ();
666 first_map = map;
667 else
668 mp->next = map;
669
670 return map;
671} 470}
672 471
673/* 472/*
674 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
675 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
676 * map. 475 * map.
677 */ 476 */
678void 477void
679maptile::allocate () 478maptile::alloc ()
680{ 479{
681 in_memory = MAP_IN_MEMORY;
682
683 /* Log this condition and free the storage. We could I suppose
684 * realloc, but if the caller is presuming the data will be intact,
685 * that is their poor assumption.
686 */
687 if (spaces) 480 if (spaces)
688 {
689 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
690 free (spaces);
691 }
692
693 spaces = (mapspace *)
694 calloc (1, width * height * sizeof (mapspace));
695
696 if (!spaces)
697 fatal (OUT_OF_MEMORY);
698}
699
700/* Create and returns a map of the specific size. Used
701 * in random map code and the editor.
702 */
703maptile *
704get_empty_map (int sizex, int sizey)
705{
706 maptile *m = get_linked_map ();
707
708 m->width = sizex;
709 m->height = sizey;
710 m->in_memory = MAP_SWAPPED;
711 m->allocate ();
712
713 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
714} 484}
485
486//+GPL
715 487
716/* 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
717 * 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
718 * at a later date. 490 * at a later date.
719 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
720 */ 492 */
721
722static shopitems * 493static shopitems *
723parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
724{ 495{
725 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
726 shopitems *items = NULL; 497 shopitems *items = NULL;
735 p = strchr (p, ';'); 506 p = strchr (p, ';');
736 number_of_entries++; 507 number_of_entries++;
737 if (p) 508 if (p)
738 p++; 509 p++;
739 } 510 }
511
740 p = shop_string; 512 p = shop_string;
741 strip_endline (p); 513 strip_endline (p);
742 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
743 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
744 { 516 {
745 if (!p) 517 if (!p)
746 { 518 {
747 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");
748 break; 520 break;
749 } 521 }
522
750 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
751 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
752 /* 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. */
753 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
754 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
781 * 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
782 */ 555 */
783 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);
784 } 557 }
785 } 558 }
559
786 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
787 if (next_semicolon) 561 if (next_semicolon)
788 p = ++next_semicolon; 562 p = ++next_semicolon;
789 else 563 else
790 p = NULL; 564 p = NULL;
791 } 565 }
566
792 free (shop_string); 567 free (shop_string);
793 return items; 568 return items;
794} 569}
795 570
796/* 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
797 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
798static void 573static const char *
799print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
800{ 575{
801 int i; 576 static dynbuf_text buf; buf.clear ();
802 char tmp[MAX_BUF]; 577 bool first = true;
803 578
804 strcpy (output_string, "");
805 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
806 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
807 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
808 { 587 {
809 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
810 {
811 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);
812 }
813 else 590 else
814 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
815 } 592 }
816 else 593 else
817 { 594 {
818 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
821 }
822 else 597 else
823 sprintf (tmp, "*"); 598 buf.printf ("*");
824 } 599 }
825 strcat (output_string, tmp);
826 } 600 }
601
602 return buf;
827} 603}
604
605//-GPL
828 606
829/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
830 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
831 * 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
832 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
834 * 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
835 * sense. 613 * sense.
836 * 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
837 * 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.
838 * MSW 2001-07-01 616 * MSW 2001-07-01
839 * return 0 on success, 1 on failure.
840 */ 617 */
841 618bool
842static int 619maptile::_load_header (object_thawer &thawer)
843load_map_header (object_thawer & fp, maptile *m)
844{ 620{
845 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
846 int msgpos = 0;
847 int maplorepos = 0;
848
849 while (fgets (buf, HUGE_BUF, fp) != NULL)
850 { 622 {
851 buf[HUGE_BUF - 1] = 0; 623 switch (thawer.kw)
852 key = buf;
853
854 while (isspace (*key))
855 key++;
856
857 if (*key == 0)
858 continue; /* empty line */
859
860 value = strchr (key, ' ');
861
862 if (!value)
863 { 624 {
864 if ((end = strchr (key, '\n'))) 625 case KW_msg:
865 *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;
866 } 695 }
867 else
868 {
869 *value = 0;
870 value++;
871 end = strchr (value, '\n');
872 696
873 while (isspace (*value)) 697 thawer.next ();
874 {
875 value++;
876
877 if (*value == '\0' || value == end)
878 {
879 /* Nothing but spaces. */
880 value = NULL;
881 break;
882 }
883 }
884 }
885
886 if (!end)
887 {
888 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
889 return 1;
890 }
891
892 /* key is the field name, value is what it should be set
893 * to. We've already done the work to null terminate key,
894 * and strip off any leading spaces for both of these.
895 * We have not touched the newline at the end of the line -
896 * these are needed for some values. the end pointer
897 * points to the first of the newlines.
898 * value could be NULL! It would be easy enough to just point
899 * this to "" to prevent cores, but that would let more errors slide
900 * through.
901 *
902 * First check for entries that do not use the value parameter, then
903 * validate that value is given and check for the remaining entries
904 * that use the parameter.
905 */
906
907 if (!strcmp (key, "msg"))
908 {
909 while (fgets (buf, HUGE_BUF, fp) != NULL)
910 {
911 if (!strcmp (buf, "endmsg\n"))
912 break;
913 else
914 {
915 /* slightly more efficient than strcat */
916 strcpy (msgbuf + msgpos, buf);
917 msgpos += strlen (buf);
918 }
919 }
920 /* There are lots of maps that have empty messages (eg, msg/endmsg
921 * with nothing between). There is no reason in those cases to
922 * keep the empty message. Also, msgbuf contains garbage data
923 * when msgpos is zero, so copying it results in crashes
924 */
925 if (msgpos != 0)
926 m->msg = strdup (msgbuf);
927 }
928 else if (!strcmp (key, "maplore"))
929 {
930 while (fgets (buf, HUGE_BUF, fp) != NULL)
931 {
932 if (!strcmp (buf, "endmaplore\n"))
933 break;
934 else
935 {
936 /* slightly more efficient than strcat */
937 strcpy (maplorebuf + maplorepos, buf);
938 maplorepos += strlen (buf);
939 }
940 }
941 if (maplorepos != 0)
942 m->maplore = strdup (maplorebuf);
943 }
944 else if (!strcmp (key, "end"))
945 {
946 break;
947 }
948 else if (value == NULL)
949 {
950 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
951 }
952 else if (!strcmp (key, "arch"))
953 {
954 /* This is an oddity, but not something we care about much. */
955 if (strcmp (value, "map\n"))
956 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
957 }
958 else if (!strcmp (key, "name"))
959 {
960 *end = 0;
961 m->name = strdup (value);
962 }
963 /* first strcmp value on these are old names supported
964 * for compatibility reasons. The new values (second) are
965 * what really should be used.
966 */
967 else if (!strcmp (key, "oid"))
968 fp.get (m, atoi (value));
969 else if (!strcmp (key, "attach"))
970 m->attach = value;
971 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
972 m->enter_x = atoi (value);
973 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
974 m->enter_y = atoi (value);
975 else if (!strcmp (key, "x") || !strcmp (key, "width"))
976 m->width = atoi (value);
977 else if (!strcmp (key, "y") || !strcmp (key, "height"))
978 m->height = atoi (value);
979 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
980 m->reset_timeout = atoi (value);
981 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
982 m->timeout = atoi (value);
983 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
984 m->difficulty = clamp (atoi (value), 1, settings.max_level);
985 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
986 m->darkness = atoi (value);
987 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
988 m->fixed_resettime = atoi (value);
989 else if (!strcmp (key, "unique"))
990 m->unique = atoi (value);
991 else if (!strcmp (key, "template"))
992 m->templatemap = atoi (value);
993 else if (!strcmp (key, "region"))
994 m->region = get_region_by_name (value);
995 else if (!strcmp (key, "shopitems"))
996 {
997 *end = 0;
998 m->shopitems = parse_shop_string (value);
999 }
1000 else if (!strcmp (key, "shopgreed"))
1001 m->shopgreed = atof (value);
1002 else if (!strcmp (key, "shopmin"))
1003 m->shopmin = atol (value);
1004 else if (!strcmp (key, "shopmax"))
1005 m->shopmax = atol (value);
1006 else if (!strcmp (key, "shoprace"))
1007 {
1008 *end = 0;
1009 m->shoprace = strdup (value);
1010 }
1011 else if (!strcmp (key, "outdoor"))
1012 m->outdoor = atoi (value);
1013 else if (!strcmp (key, "temp"))
1014 m->temp = atoi (value);
1015 else if (!strcmp (key, "pressure"))
1016 m->pressure = atoi (value);
1017 else if (!strcmp (key, "humid"))
1018 m->humid = atoi (value);
1019 else if (!strcmp (key, "windspeed"))
1020 m->windspeed = atoi (value);
1021 else if (!strcmp (key, "winddir"))
1022 m->winddir = atoi (value);
1023 else if (!strcmp (key, "sky"))
1024 m->sky = atoi (value);
1025 else if (!strcmp (key, "nosmooth"))
1026 m->nosmooth = atoi (value);
1027 else if (!strncmp (key, "tile_path_", 10))
1028 {
1029 int tile = atoi (key + 10);
1030
1031 if (tile < 1 || tile > 4)
1032 {
1033 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1034 }
1035 else
1036 {
1037 char *path;
1038
1039 *end = 0;
1040
1041 if (m->tile_path[tile - 1])
1042 {
1043 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1044 free (m->tile_path[tile - 1]);
1045 m->tile_path[tile - 1] = NULL;
1046 }
1047
1048 if (check_path (value, 1) != -1)
1049 {
1050 /* The unadorned path works. */
1051 path = value;
1052 }
1053 else
1054 {
1055 /* Try again; it could be a relative exit. */
1056
1057 path = path_combine_and_normalize (m->path, value);
1058
1059 if (check_path (path, 1) == -1)
1060 {
1061 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1062 path = NULL;
1063 }
1064 }
1065
1066 if (editor)
1067 {
1068 /* Use the value as in the file. */
1069 m->tile_path[tile - 1] = strdup (value);
1070 }
1071 else if (path != NULL)
1072 {
1073 /* Use the normalized value. */
1074 m->tile_path[tile - 1] = strdup (path);
1075 }
1076 } /* end if tile direction (in)valid */
1077 }
1078 else
1079 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1080 }
1081
1082 if (!key || strcmp (key, "end"))
1083 { 698 }
1084 LOG (llevError, "Got premature eof on map header!\n");
1085 return 1;
1086 }
1087 699
1088 return 0; 700 abort ();
1089} 701}
1090 702
1091/* 703//+GPL
1092 * Opens the file "filename" and reads information about the map
1093 * from the given file, and stores it in a newly allocated
1094 * maptile. A pointer to this structure is returned, or NULL on failure.
1095 * flags correspond to those in map.h. Main ones used are
1096 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1097 * MAP_BLOCK, in which case we block on this load. This happens in all
1098 * cases, no matter if this flag is set or not.
1099 * MAP_STYLE: style map - don't add active objects, don't add to server
1100 * managed map list.
1101 */
1102
1103maptile *
1104load_original_map (const char *filename, int flags)
1105{
1106 maptile *m;
1107 char pathname[MAX_BUF];
1108
1109 if (flags & MAP_PLAYER_UNIQUE)
1110 strcpy (pathname, filename);
1111 else if (flags & MAP_OVERLAY)
1112 strcpy (pathname, create_overlay_pathname (filename));
1113 else
1114 strcpy (pathname, create_pathname (filename));
1115
1116 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1117
1118 object_thawer thawer (pathname);
1119
1120 if (!thawer)
1121 return 0;
1122
1123 m = get_linked_map ();
1124
1125 strcpy (m->path, filename);
1126 if (load_map_header (thawer, m))
1127 {
1128 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1129 delete_map (m);
1130 return 0;
1131 }
1132
1133 m->allocate ();
1134
1135 m->in_memory = MAP_LOADING;
1136 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1137
1138 m->in_memory = MAP_IN_MEMORY;
1139 if (!m->difficulty)
1140 m->difficulty = calculate_difficulty (m);
1141 set_map_reset_time (m);
1142 m->instantiate ();
1143 return (m);
1144}
1145
1146/*
1147 * Loads a map, which has been loaded earlier, from file.
1148 * Return the map object we load into (this can change from the passed
1149 * option if we can't find the original map)
1150 */
1151
1152static maptile *
1153load_temporary_map (maptile *m)
1154{
1155 char buf[MAX_BUF];
1156
1157 if (!m->tmpname)
1158 {
1159 LOG (llevError, "No temporary filename for map %s\n", m->path);
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (m == NULL)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 object_thawer thawer (m->tmpname);
1170
1171 if (!thawer)
1172 {
1173 strcpy (buf, m->path);
1174 delete_map (m);
1175 m = load_original_map (buf, 0);
1176 if (!m)
1177 return NULL;
1178 fix_auto_apply (m); /* Chests which open as default */
1179 return m;
1180 }
1181
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1185 delete_map (m);
1186 m = load_original_map (m->path, 0);
1187 return NULL;
1188 }
1189
1190 m->allocate ();
1191
1192 m->in_memory = MAP_LOADING;
1193 load_objects (m, thawer, 0);
1194
1195 m->in_memory = MAP_IN_MEMORY;
1196 INVOKE_MAP (SWAPIN, m);
1197 return m;
1198}
1199
1200/*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206maptile *
1207load_overlay_map (const char *filename, maptile *m)
1208{
1209 char pathname[MAX_BUF];
1210
1211 strcpy (pathname, create_overlay_pathname (filename));
1212
1213 object_thawer thawer (pathname);
1214
1215 if (!thawer)
1216 return m;
1217
1218 if (load_map_header (thawer, m))
1219 {
1220 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1221 delete_map (m);
1222 m = load_original_map (m->path, 0);
1223 return 0;
1224 }
1225 /*m->allocate ();*/
1226
1227 m->in_memory = MAP_LOADING;
1228 load_objects (m, thawer, MAP_OVERLAY);
1229
1230 m->in_memory = MAP_IN_MEMORY;
1231 return m;
1232}
1233 704
1234/****************************************************************************** 705/******************************************************************************
1235 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1236 *****************************************************************************/ 707 *****************************************************************************/
1237 708
1238/* 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. */
1239static void 710void
1240delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1241{ 712{
1242 int i, j, unique; 713 for (int i = 0; i < size (); ++i)
1243 object *op, *next;
1244
1245 for (i = 0; i < m->width; i++)
1246 for (j = 0; j < m->height; j++)
1247 { 714 {
1248 unique = 0; 715 int unique = 0;
716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1249 719
1250 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)
1251 { 806 {
807 // manually remove, as to not trigger anything
1252 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1253 810
1254 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1255 unique = 1;
1256 812
1257 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)
1258 { 817 {
1259 op->destroy_inv (false); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1260 op->destroy (); 819 head->destroy ();
1261 } 820 }
1262 } 821 }
822
823 sfree0 (spaces, size ());
1263 } 824 }
1264}
1265 825
1266
1267/*
1268 * Loads unique objects from file(s) into the map which is in memory
1269 * m is the map to load unique items into.
1270 */
1271static void
1272load_unique_objects (maptile *m)
1273{
1274 int count;
1275 char firstname[MAX_BUF];
1276
1277 for (count = 0; count < 10; count++)
1278 {
1279 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280 if (!access (firstname, R_OK))
1281 break;
1282 }
1283 /* If we get here, we did not find any map */
1284 if (count == 10)
1285 return;
1286
1287 object_thawer thawer (firstname);
1288
1289 if (!thawer)
1290 return;
1291
1292 m->in_memory = MAP_LOADING;
1293 if (m->tmpname == NULL) /* if we have loaded unique items from */
1294 delete_unique_items (m); /* original map before, don't duplicate them */
1295
1296 load_objects (m, thawer, 0);
1297
1298 m->in_memory = MAP_IN_MEMORY;
1299}
1300
1301/*
1302 * Saves a map to file. If flag is set, it is saved into the same
1303 * file it was (originally) loaded from. Otherwise a temporary
1304 * filename will be genarated, and the file will be stored there.
1305 * The temporary filename will be stored in the maptileure.
1306 * If the map is unique, we also save to the filename in the map
1307 * (this should have been updated when first loaded)
1308 */
1309int
1310new_save_map (maptile *m, int flag)
1311{
1312 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 int i;
1314
1315 if (flag && !*m->path)
1316 {
1317 LOG (llevError, "Tried to save map without path.\n");
1318 return -1;
1319 }
1320
1321 if (flag || (m->unique) || (m->templatemap))
1322 {
1323 if (!m->unique && !m->templatemap)
1324 { /* flag is set */
1325 if (flag == 2)
1326 strcpy (filename, create_overlay_pathname (m->path));
1327 else
1328 strcpy (filename, create_pathname (m->path));
1329 }
1330 else
1331 strcpy (filename, m->path);
1332
1333 make_path_to_file (filename);
1334 }
1335 else
1336 {
1337 if (!m->tmpname)
1338 m->tmpname = tempnam (settings.tmpdir, NULL);
1339
1340 strcpy (filename, m->tmpname);
1341 }
1342
1343 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1344 m->in_memory = MAP_SAVING;
1345
1346 object_freezer freezer;
1347
1348 /* legacy */
1349 fprintf (freezer, "arch map\n");
1350 if (m->name)
1351 fprintf (freezer, "name %s\n", m->name);
1352 if (!flag)
1353 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 if (m->reset_timeout)
1355 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 if (m->fixed_resettime)
1357 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 /* we unfortunately have no idea if this is a value the creator set
1359 * or a difficulty value we generated when the map was first loaded
1360 */
1361 if (m->difficulty)
1362 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 if (m->region)
1364 fprintf (freezer, "region %s\n", m->region->name);
1365 if (m->shopitems)
1366 {
1367 print_shop_string (m, shop);
1368 fprintf (freezer, "shopitems %s\n", shop);
1369 }
1370 if (m->shopgreed)
1371 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 if (m->shopmin)
1373 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 if (m->shopmax)
1375 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 if (m->shoprace)
1377 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 if (m->darkness)
1379 fprintf (freezer, "darkness %d\n", m->darkness);
1380 if (m->width)
1381 fprintf (freezer, "width %d\n", m->width);
1382 if (m->height)
1383 fprintf (freezer, "height %d\n", m->height);
1384 if (m->enter_x)
1385 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 if (m->enter_y)
1387 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 if (m->msg)
1389 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 if (m->maplore)
1391 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 if (m->unique)
1393 fprintf (freezer, "unique %d\n", m->unique);
1394 if (m->templatemap)
1395 fprintf (freezer, "template %d\n", m->templatemap);
1396 if (m->outdoor)
1397 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 if (m->temp)
1399 fprintf (freezer, "temp %d\n", m->temp);
1400 if (m->pressure)
1401 fprintf (freezer, "pressure %d\n", m->pressure);
1402 if (m->humid)
1403 fprintf (freezer, "humid %d\n", m->humid);
1404 if (m->windspeed)
1405 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 if (m->winddir)
1407 fprintf (freezer, "winddir %d\n", m->winddir);
1408 if (m->sky)
1409 fprintf (freezer, "sky %d\n", m->sky);
1410 if (m->nosmooth)
1411 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412
1413 /* Save any tiling information, except on overlays */
1414 if (flag != 2)
1415 for (i = 0; i < 4; i++)
1416 if (m->tile_path[i])
1417 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418
1419 freezer.put (m);
1420 fprintf (freezer, "end\n");
1421
1422 /* In the game save unique items in the different file, but
1423 * in the editor save them to the normal map file.
1424 * If unique map, save files in the proper destination (set by
1425 * player)
1426 */
1427 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428 {
1429 object_freezer unique;
1430
1431 if (flag == 2)
1432 save_objects (m, freezer, unique, 2);
1433 else
1434 save_objects (m, freezer, unique, 0);
1435
1436 sprintf (buf, "%s.v00", create_items_path (m->path));
1437
1438 unique.save (buf);
1439 }
1440 else
1441 { /* save same file when not playing, like in editor */
1442 save_objects (m, freezer, freezer, 0);
1443 }
1444
1445 freezer.save (filename);
1446
1447 return 0;
1448}
1449
1450/*
1451 * Remove and free all objects in the given map.
1452 */
1453void
1454free_all_objects (maptile *m)
1455{
1456 if (!m->spaces)
1457 return;
1458
1459 for (int i = 0; i < m->width; i++)
1460 for (int j = 0; j < m->height; j++)
1461 {
1462 mapspace &ms = m->at (i, j);
1463
1464 while (object *op = ms.bot)
1465 {
1466 if (op->head)
1467 op = op->head;
1468
1469 op->destroy_inv (false);
1470 op->destroy ();
1471 }
1472 }
1473}
1474
1475/*
1476 * Frees everything allocated by the given maptileure.
1477 * don't free tmpname - our caller is left to do that
1478 */
1479void
1480free_map (maptile *m, int flag)
1481{
1482 if (!m->in_memory) //TODO: makes no sense to me?
1483 return;
1484
1485 m->in_memory = MAP_SAVING;
1486
1487 // TODO: use new/delete
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491
1492 free (m->name), m->name = 0;
1493 free (m->spaces), m->spaces = 0;
1494 free (m->msg), m->msg = 0;
1495 free (m->maplore), m->maplore = 0;
1496 free (m->shoprace), m->shoprace = 0;
1497 delete [] m->shopitems, m->shopitems = 0;
1498
1499 if (m->buttons) 826 if (buttons)
1500 free_objectlinkpt (m->buttons), m->buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
1501 828
1502 for (int i = 0; i < 4; i++) 829 sfree0 (regions, size ());
1503 { 830 delete [] regionmap; regionmap = 0;
1504 if (m->tile_path[i]) 831}
1505 free (m->tile_path[i]), m->tile_path[i] = 0;
1506 832
833void
834maptile::clear_header ()
835{
836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
841
842 for (int i = 0; i < array_length (tile_path); i++)
1507 m->tile_map[i] = 0; 843 tile_path [i] = 0;
1508 }
1509
1510 m->in_memory = MAP_SWAPPED;
1511} 844}
1512 845
1513maptile::~maptile () 846maptile::~maptile ()
1514{ 847{
1515 free_map (this, 1); 848 assert (destroyed ());
1516 free (tmpname);
1517} 849}
1518 850
1519void 851void
1520maptile::do_destroy () 852maptile::clear_links_to (maptile *m)
1521{ 853{
1522 attachable::do_destroy ();
1523
1524 free_all_objects (this);
1525
1526 /* 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
1527 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1528 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1529 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1530 */ 858 */
1531 //TODO: non-euclidean-tiling MUST GO 859 for (int i = 0; i < array_length (tile_path); i++)
1532 for (maptile *m = first_map; m; m = m->next)
1533 for (int i = 0; i < 4; i++)
1534 if (m->tile_map[i] == this) 860 if (tile_map[i] == m)
1535 m->tile_map[i] = 0; 861 tile_map[i] = 0;
862}
1536 863
1537 if (first_map == this) 864void
1538 first_map = next; 865maptile::do_destroy ()
1539 else 866{
1540 for (maptile *m = first_map; m; m = m->next) 867 attachable::do_destroy ();
1541 if (m->next = this) 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{
877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1542 { 882 {
1543 m->next = next; 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1544 break; 887 break;
1545 }
1546}
1547 888
1548//TODO: must go 889 bool destroy = 0;
1549void
1550delete_map (maptile *m)
1551{
1552 if (m)
1553 m->destroy ();
1554}
1555 890
1556/* 891 if (op->flag [FLAG_IS_FLOOR]
1557 * Makes sure the given map is loaded and swapped in. 892 || op->flag [FLAG_OBJ_ORIGINAL]
1558 * name is path name of the map. 893 || op->flag [FLAG_UNIQUE]
1559 * flags meaning: 894 || op->flag [FLAG_OVERLAY_FLOOR]
1560 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 895 || op->flag [FLAG_UNPAID]
1561 * and don't do unique items or the like. 896 || op->is_alive ())
1562 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 897 ; // do not decay
1563 * dont do any more name translation on it. 898 else if (op->is_weapon ())
1564 *
1565 * Returns a pointer to the given map.
1566 */
1567maptile *
1568ready_map_name (const char *name, int flags)
1569{
1570 if (!name)
1571 return 0;
1572
1573 /* Have we been at this level before? */
1574 maptile *m = has_been_loaded (name);
1575
1576 /* Map is good to go, so just return it */
1577 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1578 return m;
1579
1580 /* unique maps always get loaded from their original location, and never
1581 * a temp location. Likewise, if map_flush is set, or we have never loaded
1582 * this map, load it now. I removed the reset checking from here -
1583 * it seems the probability of a player trying to enter a map that should
1584 * reset but hasn't yet is quite low, and removing that makes this function
1585 * a bit cleaner (and players probably shouldn't rely on exact timing for
1586 * resets in any case - if they really care, they should use the 'maps command.
1587 */
1588 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1589 {
1590 /* first visit or time to reset */
1591 if (m)
1592 { 899 {
1593 clean_tmp_map (m); /* Doesn't make much difference */ 900 op->stats.dam--;
1594 delete_map (m); 901 if (op->stats.dam < 0)
902 destroy = 1;
1595 } 903 }
1596 904 else if (op->is_armor ())
1597 /* create and load a map */ 905 {
1598 if (flags & MAP_PLAYER_UNIQUE) 906 op->stats.ac--;
1599 LOG (llevDebug, "Trying to load map %s.\n", name); 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 }
1600 else 916 else
1601 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1602
1603 //eval_pv ("$x = Event::time", 1);//D
1604 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1605 return (NULL);
1606 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1607
1608 fix_auto_apply (m); /* Chests which open as default */
1609
1610 /* If a player unique map, no extra unique object file to load.
1611 * if from the editor, likewise.
1612 */
1613 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1614 load_unique_objects (m);
1615
1616 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1617 { 917 {
1618 m = load_overlay_map (name, m); 918 int mat = op->materials;
1619 if (m == NULL) 919
1620 return NULL; 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;
1621 } 933 }
1622 934
1623 if (flags & MAP_PLAYER_UNIQUE) 935 /* adjust overall chance below */
1624 INVOKE_MAP (SWAPIN, m); 936 if (destroy && rndm (0, 1))
1625 937 op->destroy ();
1626 } 938 }
1627 else
1628 {
1629 /* If in this loop, we found a temporary map, so load it up. */
1630
1631 m = load_temporary_map (m);
1632 if (m == NULL)
1633 return NULL;
1634 load_unique_objects (m);
1635
1636 clean_tmp_map (m);
1637 m->in_memory = MAP_IN_MEMORY;
1638 /* tempnam() on sun systems (probably others) uses malloc
1639 * to allocated space for the string. Free it here.
1640 * In some cases, load_temporary_map above won't find the
1641 * temporary map, and so has reloaded a new map. If that
1642 * is the case, tmpname is now null
1643 */
1644 if (m->tmpname)
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 /* It's going to be saved anew anyway */
1648 }
1649
1650 /* Below here is stuff common to both first time loaded maps and
1651 * temp maps.
1652 */
1653
1654 decay_objects (m); /* start the decay */
1655 /* In case other objects press some buttons down */
1656 update_buttons (m);
1657 if (m->outdoor)
1658 set_darkness_map (m);
1659 /* run the weather over this map */
1660 weather_effect (name);
1661 return m;
1662} 939}
1663
1664 940
1665/* 941/*
1666 * 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.
1667 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1668 * 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.
1669 * 945 *
1670 * 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
1671 * 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
1672 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1673 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1674 */ 950 */
1675
1676int 951int
1677calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1678{ 953{
1679 object *op;
1680 archetype *at;
1681 int x, y, i;
1682 long monster_cnt = 0; 954 long monster_cnt = 0;
1683 double avgexp = 0; 955 double avgexp = 0;
1684 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1685 957
1686 if (m->difficulty) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1687 { 959 for (object *op = ms->bot; op; op = op->above)
1688 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1689 return m->difficulty;
1690 }
1691
1692 for (x = 0; x < m->width; x++)
1693 for (y = 0; y < m->height; y++)
1694 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1695 { 960 {
1696 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1697 { 962 {
1698 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1699 monster_cnt++; 964 monster_cnt++;
1700 } 965 }
1701 966
1702 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1703 { 968 {
1704 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1705 at = type_to_archetype (GENERATE_TYPE (op));
1706 970
1707 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1708 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1709
1710 monster_cnt++; 974 monster_cnt++;
1711 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1712 } 982 }
983 }
1713 984
1714 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1715 986
1716 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1717 {
1718 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))
1719 {
1720 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1721 return i; 989 return i;
1722 }
1723 }
1724 990
1725 return 1; 991 return 1;
1726}
1727
1728void
1729clean_tmp_map (maptile *m)
1730{
1731 if (m->tmpname == NULL)
1732 return;
1733 INVOKE_MAP (CLEAN, m);
1734 (void) unlink (m->tmpname);
1735}
1736
1737void
1738free_all_maps (void)
1739{
1740 int real_maps = 0;
1741
1742 while (first_map)
1743 {
1744 /* I think some of the callers above before it gets here set this to be
1745 * saving, but we still want to free this data
1746 */
1747 if (first_map->in_memory == MAP_SAVING)
1748 first_map->in_memory = MAP_IN_MEMORY;
1749 delete_map (first_map);
1750 real_maps++;
1751 }
1752 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1753} 992}
1754 993
1755/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1756 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1757 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1758 * 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
1759 * to maps than los. 998 * to maps than los.
1760 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1761 */ 1000 */
1762
1763int 1001int
1764change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1765{ 1003{
1766 int new_level = m->darkness + change;
1767
1768 /* Nothing to do */ 1004 /* Nothing to do */
1769 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1770 {
1771 return 0; 1006 return 0;
1772 }
1773 1007
1774 /* inform all players on the map */ 1008 /* inform all players on the map */
1775 if (change > 0) 1009 if (change > 0)
1776 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1777 else 1011 else
1778 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1779 1013
1780 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1781 * we need to be extra careful about negative values.
1782 * In general, the checks below are only needed if change
1783 * is not +/-1
1784 */
1785 if (new_level < 0)
1786 m->darkness = 0;
1787 else if (new_level >= MAX_DARKNESS)
1788 m->darkness = MAX_DARKNESS;
1789 else
1790 m->darkness = new_level;
1791 1015
1792 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1793 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1794 return 1; 1019 return 1;
1795} 1020}
1796 1021
1797/* 1022/*
1798 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1801 * through, etc) 1026 * through, etc)
1802 */ 1027 */
1803void 1028void
1804mapspace::update_ () 1029mapspace::update_ ()
1805{ 1030{
1806 object *tmp, *last = 0; 1031 object *last = 0;
1807 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1808 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1809 object *top_obj, *floor_obj, *middle_obj;
1810 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;
1811 1039
1812 middle = blank_face; 1040 //object *middle = 0;
1813 top = blank_face; 1041 //object *top = 0;
1814 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1815 1047
1816 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1817 top_obj = 0;
1818 floor_obj = 0;
1819 1049
1820 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1821 { 1051 {
1822 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1823 * one). But if so, it shouldn't be a simple additive - 2
1824 * light bulbs do not illuminate twice as far as once since
1825 * it is a dissapation factor that is cubed.
1826 */
1827 if (tmp->glow_radius > light)
1828 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1829 1054
1830 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1831 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1832 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1833 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1834 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1835 * 1060 *
1836 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1837 */ 1062 */
1838 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1839 { 1064 {
1840 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1841 {
1842 top = tmp->face;
1843 top_obj = tmp; 1066 top = tmp;
1844 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1845 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1846 { 1068 {
1847 /* 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,
1848 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1849 */ 1071 */
1850 middle = blank_face; 1072 middle = 0;
1851 top = blank_face; 1073 top = 0;
1852 floor = tmp->face;
1853 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1854 } 1077 }
1855 /* Flag anywhere have high priority */ 1078 else
1856 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1857 { 1079 {
1858 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1859 1085
1860 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1861 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1862 } 1099 }
1863 /* Find the highest visible face around. If equal
1864 * visibilities, we still want the one nearer to the
1865 * top
1866 */
1867 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1868 {
1869 middle = tmp->face;
1870 middle_obj = tmp;
1871 }
1872 }
1873
1874 if (tmp == tmp->above)
1875 {
1876 LOG (llevError, "Error in structure of map\n");
1877 exit (-1);
1878 } 1100 }
1879 1101
1880 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1881 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1882 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1883 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1884 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1885 1107
1886 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1887 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1888 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1889 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1890 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1891 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1892 } 1112 }
1893 1113
1894 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
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);
1895 this->flags_ = flags; 1125 this->flags_ = flags;
1896 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1897 this->move_on = move_on; 1127 this->move_on = move_on;
1898 this->move_off = move_off; 1128 this->move_off = move_off;
1899 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1900 1132
1901 /* 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),
1902 * 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
1903 * this point. 1135 * this point.
1904 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1911 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1912 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1913 * 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.
1914 */ 1146 */
1915 if (top == middle) 1147 if (top == middle)
1916 middle = blank_face; 1148 middle = 0;
1917 1149
1918 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1919 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1920 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1921 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1922 */ 1154 */
1923 1155
1924 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1925 { 1157 {
1926 /* 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 */
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1928 break; 1160 break;
1929 1161
1930 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1931 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1932 break; 1164 break;
1933 1165
1934 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
1935 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
1936 { 1168 {
1937 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1938 if (top == blank_face) 1170 if (!top)
1939 { 1171 {
1940 top = tmp->face;
1941 top_obj = tmp; 1172 top = tmp;
1942 if (top == middle) 1173 if (top == middle)
1943 middle = blank_face; 1174 middle = 0;
1944 } 1175 }
1945 else 1176 else
1946 { 1177 {
1947 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1948 * middle is not set 1179 * middle is not set
1949 * 1180 *
1950 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1951 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1952 * 1183 *
1953 */ 1184 */
1954 if (tmp->face != top) 1185 if (tmp != top)
1955 { 1186 {
1956 middle = tmp->face;
1957 middle_obj = tmp; 1187 middle = tmp;
1958 break; 1188 break;
1959 } 1189 }
1960 } 1190 }
1961 } 1191 }
1962 } 1192 }
1963 1193
1964 if (middle == floor) 1194 if (middle == floor)
1965 middle = blank_face; 1195 middle = 0;
1966 1196
1967 if (top == middle) 1197 if (top == middle)
1968 middle = blank_face; 1198 middle = 0;
1969 1199
1970 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200 // dire hack to handle "transparent" floors - currently only open_space
1971 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1972 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1202 {
1973} 1203 floor->set_anim_frame (0);
1974 1204
1975void 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1976set_map_reset_time (maptile *map) 1206 {
1977{ 1207 // mirror the floor - very unreliable because usually outdated,
1978 int timeout; 1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1979 1211
1980 timeout = map->reset_timeout; 1212 if (object *floor2 = ms.faces_obj [2])
1981 if (timeout <= 0) 1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1982 timeout = MAP_DEFAULTRESET; 1214 {
1983 if (timeout >= MAP_MAXRESET) 1215 floor->set_anim_frame (1);
1984 timeout = MAP_MAXRESET; 1216 middle = floor;
1985 map->reset_time = time (0) + timeout; 1217 floor = floor2;
1986} 1218 }
1219 }
1220 }
1987 1221
1988/* this updates the orig_map->tile_map[tile_num] value after loading 1222#if 0
1989 * the map. It also takes care of linking back the freshly loaded 1223 faces_obj [0] = top;
1990 * maps tile_map values if it tiles back to this one. It returns 1224 faces_obj [1] = middle;
1991 * the value of orig_map->tile_map[tile_num]. It really only does this 1225 faces_obj [2] = floor;
1992 * so that it is easier for calling functions to verify success. 1226#endif
1993 */ 1227}
1994 1228
1995static maptile * 1229maptile *
1996load_and_link_tiled_map (maptile *orig_map, int tile_num) 1230maptile::tile_available (int dir, bool load)
1997{ 1231{
1998 int dest_tile = (tile_num + 2) % 4; 1232 if (tile_path[dir])
1999 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1233 {
1234 // map is there and we don't need to load it OR it's loaded => return what we have
1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1236 return tile_map[dir];
2000 1237
2001 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1238 // well, try to locate it then, if possible - maybe it's there already
1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1240 return tile_map[dir];
1241 }
2002 1242
2003 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1243 return 0;
2004 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))
2005 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2006
2007 return orig_map->tile_map[tile_num];
2008} 1244}
2009 1245
2010/* this returns TRUE if the coordinates (x,y) are out of 1246/* this returns TRUE if the coordinates (x,y) are out of
2011 * map m. This function also takes into account any 1247 * map m. This function also takes into account any
2012 * tiling considerations, loading adjacant maps as needed. 1248 * tiling considerations, loading adjacant maps as needed.
2013 * This is the function should always be used when it 1249 * This is the function should always be used when it
2014 * necessary to check for valid coordinates. 1250 * necessary to check for valid coordinates.
2015 * This function will recursively call itself for the 1251 * This function will recursively call itself for the
2016 * tiled maps. 1252 * tiled maps.
2017 *
2018 *
2019 */ 1253 */
2020int 1254int
2021out_of_map (maptile *m, int x, int y) 1255out_of_map (maptile *m, int x, int y)
2022{ 1256{
2023 /* If we get passed a null map, this is obviously the 1257 /* If we get passed a null map, this is obviously the
2027 if (!m) 1261 if (!m)
2028 return 0; 1262 return 0;
2029 1263
2030 if (x < 0) 1264 if (x < 0)
2031 { 1265 {
2032 if (!m->tile_path[3]) 1266 if (!m->tile_available (3))
2033 return 1; 1267 return 1;
2034 1268
2035 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map (m, 3);
2037
2038 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1269 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2039 } 1270 }
2040 1271
2041 if (x >= m->width) 1272 if (x >= m->width)
2042 { 1273 {
2043 if (!m->tile_path[1]) 1274 if (!m->tile_available (1))
2044 return 1; 1275 return 1;
2045 1276
2046 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 1);
2048
2049 return (out_of_map (m->tile_map[1], x - m->width, y)); 1277 return out_of_map (m->tile_map[1], x - m->width, y);
2050 } 1278 }
2051 1279
2052 if (y < 0) 1280 if (y < 0)
2053 { 1281 {
2054 if (!m->tile_path[0]) 1282 if (!m->tile_available (0))
2055 return 1; 1283 return 1;
2056 1284
2057 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 0);
2059
2060 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1285 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2061 } 1286 }
2062 1287
2063 if (y >= m->height) 1288 if (y >= m->height)
2064 { 1289 {
2065 if (!m->tile_path[2]) 1290 if (!m->tile_available (2))
2066 return 1; 1291 return 1;
2067 1292
2068 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 2);
2070
2071 return (out_of_map (m->tile_map[2], x, y - m->height)); 1293 return out_of_map (m->tile_map[2], x, y - m->height);
2072 } 1294 }
2073 1295
2074 /* Simple case - coordinates are within this local 1296 /* Simple case - coordinates are within this local
2075 * map. 1297 * map.
2076 */ 1298 */
2079 1301
2080/* This is basically the same as out_of_map above, but 1302/* This is basically the same as out_of_map above, but
2081 * instead we return NULL if no map is valid (coordinates 1303 * instead we return NULL if no map is valid (coordinates
2082 * out of bounds and no tiled map), otherwise it returns 1304 * out of bounds and no tiled map), otherwise it returns
2083 * the map as that the coordinates are really on, and 1305 * the map as that the coordinates are really on, and
2084 * updates x and y to be the localized coordinates. 1306 * updates x and y to be the localised coordinates.
2085 * Using this is more efficient of calling out_of_map 1307 * Using this is more efficient of calling out_of_map
2086 * and then figuring out what the real map is 1308 * and then figuring out what the real map is
2087 */ 1309 */
2088maptile * 1310maptile *
2089get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1311maptile::xy_find (sint16 &x, sint16 &y)
2090{ 1312{
2091
2092 if (*x < 0) 1313 if (x < 0)
2093 { 1314 {
2094 if (!m->tile_path[3]) 1315 if (!tile_available (3))
2095 return 0; 1316 return 0;
2096 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2097 load_and_link_tiled_map (m, 3);
2098 1317
2099 *x += m->tile_map[3]->width; 1318 x += tile_map[3]->width;
2100 return (get_map_from_coord (m->tile_map[3], x, y)); 1319 return tile_map[3]->xy_find (x, y);
2101 } 1320 }
2102 1321
2103 if (*x >= m->width) 1322 if (x >= width)
2104 { 1323 {
2105 if (!m->tile_path[1]) 1324 if (!tile_available (1))
2106 return 0; 1325 return 0;
2107 1326
2108 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2109 load_and_link_tiled_map (m, 1);
2110
2111 *x -= m->width; 1327 x -= width;
2112 return (get_map_from_coord (m->tile_map[1], x, y)); 1328 return tile_map[1]->xy_find (x, y);
2113 } 1329 }
2114 1330
2115 if (*y < 0) 1331 if (y < 0)
2116 { 1332 {
2117 if (!m->tile_path[0]) 1333 if (!tile_available (0))
2118 return 0; 1334 return 0;
2119 1335
2120 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2121 load_and_link_tiled_map (m, 0);
2122
2123 *y += m->tile_map[0]->height; 1336 y += tile_map[0]->height;
2124 return (get_map_from_coord (m->tile_map[0], x, y)); 1337 return tile_map[0]->xy_find (x, y);
2125 } 1338 }
2126 1339
2127 if (*y >= m->height) 1340 if (y >= height)
2128 { 1341 {
2129 if (!m->tile_path[2]) 1342 if (!tile_available (2))
2130 return 0; 1343 return 0;
2131 1344
2132 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2133 load_and_link_tiled_map (m, 2);
2134
2135 *y -= m->height; 1345 y -= height;
2136 return (get_map_from_coord (m->tile_map[2], x, y)); 1346 return tile_map[2]->xy_find (x, y);
2137 } 1347 }
2138 1348
2139 /* Simple case - coordinates are within this local 1349 /* Simple case - coordinates are within this local
2140 * map. 1350 * map.
2141 */ 1351 */
2142
2143 return m; 1352 return this;
2144} 1353}
2145 1354
2146/** 1355/**
2147 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
2148 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
2149 */ 1358 */
2150static int 1359int
2151adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2152{ 1361{
2153 if (!map1 || !map2) 1362 if (!map1 || !map2)
2154 return 0; 1363 return 0;
2155 1364
1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1366 //fix: compare paths instead (this is likely faster, too!)
2156 if (map1 == map2) 1367 if (map1 == map2)
2157 { 1368 {
2158 *dx = 0; 1369 *dx = 0;
2159 *dy = 0; 1370 *dy = 0;
2160 1371 }
1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
2161 } 1373 {
2162 else if (map1->tile_map[0] == map2)
2163 { /* up */
2164 *dx = 0; 1374 *dx = 0;
2165 *dy = -map2->height; 1375 *dy = -map2->height;
2166 } 1376 }
2167 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
2168 { /* right */ 1378 {
2169 *dx = map1->width; 1379 *dx = map1->width;
2170 *dy = 0; 1380 *dy = 0;
2171 } 1381 }
2172 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2173 { /* down */ 1383 {
2174 *dx = 0; 1384 *dx = 0;
2175 *dy = map1->height; 1385 *dy = map1->height;
2176 } 1386 }
2177 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
2178 { /* left */ 1388 {
2179 *dx = -map2->width; 1389 *dx = -map2->width;
2180 *dy = 0; 1390 *dy = 0;
2181
2182 } 1391 }
2183 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2184 { /* up right */ 1393 { /* up right */
2185 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
2186 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
2187 } 1396 }
2188 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2189 { /* up left */ 1398 { /* up left */
2190 *dx = -map2->width; 1399 *dx = -map2->width;
2191 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
2192 } 1401 }
2193 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2194 { /* right up */ 1403 { /* right up */
2195 *dx = map1->width; 1404 *dx = +map1->width;
2196 *dy = -map2->height; 1405 *dy = -map2->height;
2197 } 1406 }
2198 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2199 { /* right down */ 1408 { /* right down */
2200 *dx = map1->width; 1409 *dx = +map1->width;
2201 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
2202 } 1411 }
2203 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2204 { /* down right */ 1413 { /* down right */
2205 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
2206 *dy = map1->height; 1415 *dy = +map1->height;
2207 } 1416 }
2208 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2209 { /* down left */ 1418 { /* down left */
2210 *dx = -map2->width; 1419 *dx = -map2->width;
2211 *dy = map1->height; 1420 *dy = +map1->height;
2212 } 1421 }
2213 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2214 { /* left up */ 1423 { /* left up */
2215 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
2216 *dy = -map2->height; 1425 *dy = -map2->height;
2217 } 1426 }
2218 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2219 { /* left down */ 1428 { /* left down */
2220 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
2221 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
2222
2223 } 1431 }
2224 else 1432 else
2225 { /* not "adjacent" enough */
2226 return 0; 1433 return 0;
2227 }
2228 1434
2229 return 1; 1435 return 1;
1436}
1437
1438maptile *
1439maptile::xy_load (sint16 &x, sint16 &y)
1440{
1441 maptile *map = xy_find (x, y);
1442
1443 if (map)
1444 map->load_sync ();
1445
1446 return map;
1447}
1448
1449maptile *
1450get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1451{
1452 return m->xy_load (*x, *y);
2230} 1453}
2231 1454
2232/* From map.c 1455/* From map.c
2233 * This is used by get_player to determine where the other 1456 * This is used by get_player to determine where the other
2234 * creature is. get_rangevector takes into account map tiling, 1457 * creature is. get_rangevector takes into account map tiling,
2235 * so you just can not look the the map coordinates and get the 1458 * so you just can not look the the map coordinates and get the
2236 * righte value. distance_x/y are distance away, which 1459 * righte value. distance_x/y are distance away, which
2237 * can be negativbe. direction is the crossfire direction scheme 1460 * can be negative. direction is the crossfire direction scheme
2238 * that the creature should head. part is the part of the 1461 * that the creature should head. part is the part of the
2239 * monster that is closest. 1462 * monster that is closest.
2240 * 1463 *
2241 * get_rangevector looks at op1 and op2, and fills in the 1464 * get_rangevector looks at op1 and op2, and fills in the
2242 * structure for op1 to get to op2. 1465 * structure for op1 to get to op2.
2247 * be unexpected 1470 * be unexpected
2248 * 1471 *
2249 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
2250 * closest body part of 'op1' 1473 * closest body part of 'op1'
2251 */ 1474 */
2252
2253void 1475void
2254get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2255{ 1477{
2256 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2257 { 1479 {
2258 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
2259 retval->distance = 100000; 1481 retval->distance = 10000;
2260 retval->distance_x = 32767; 1482 retval->distance_x = 10000;
2261 retval->distance_y = 32767; 1483 retval->distance_y = 10000;
2262 retval->direction = 0; 1484 retval->direction = 0;
2263 retval->part = 0; 1485 retval->part = 0;
2264 } 1486 }
2265 else 1487 else
2266 { 1488 {
2267 object *best;
2268
2269 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
2270 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
2271 1491
2272 best = op1; 1492 object *best = op1;
1493
2273 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
2274 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
2275 { 1496 {
2276 object *tmp; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
2277 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2278 1498
2279 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
2280 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
2281 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
2282 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
2283 * below works. 1503 * below works.
2284 */ 1504 */
2285 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2286 { 1506 {
2287 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2288 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
2289 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
2290 { 1510 {
2291 best_distance = tmpi; 1511 best_distance = tmpi;
2292 best = tmp; 1512 best = tmp;
2293 } 1513 }
2294 } 1514 }
1515
2295 if (best != op1) 1516 if (best != op1)
2296 { 1517 {
2297 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
2298 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
2299 } 1520 }
2300 } 1521 }
1522
2301 retval->part = best; 1523 retval->part = best;
2302 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2303 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2304 } 1526 }
2305} 1527}
2306 1528
2307/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
2308 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
2312 * flags has no meaning for this function at this time - I kept it in to 1534 * flags has no meaning for this function at this time - I kept it in to
2313 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
2314 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
2315 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
2316 */ 1538 */
2317
2318void 1539void
2319get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2320{ 1541{
2321 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2322 { 1543 {
2323 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
2324 retval->distance = 100000; 1545 retval->distance = 100000;
2325 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
2326 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
2327 retval->direction = 0; 1548 retval->direction = 0;
2328 retval->part = 0; 1549 retval->part = 0;
2329 } 1550 }
2330 else 1551 else
2331 { 1552 {
2332 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
2333 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
2334 1555
2335 retval->part = NULL; 1556 retval->part = 0;
2336 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2337 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2338 } 1559 }
2339} 1560}
2340 1561
2341/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
2342 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
2343 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1564 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2344 * to op1, this will still return false. 1565 * to op1, this will still return false.
2345 * Note we only look one map out to keep the processing simple 1566 * Note we only look one map out to keep the processing simple
2346 * and efficient. This could probably be a macro. 1567 * and efficient. This could probably be a macro.
2347 * MSW 2001-08-05 1568 * MSW 2001-08-05
2348 */ 1569 */
2352 int dx, dy; 1573 int dx, dy;
2353 1574
2354 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
2355} 1576}
2356 1577
1578//-GPL
1579
2357object * 1580object *
2358maptile::insert (object *op, int x, int y, object *originator, int flags) 1581maptile::insert (object *op, int x, int y, object *originator, int flags)
2359{ 1582{
2360 if (!op->flag [FLAG_REMOVED])
2361 op->remove ();
2362
2363 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2364} 1584}
2365 1585
1586region *
1587maptile::region (int x, int y) const
1588{
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599}
1600
1601//+GPL
1602
1603/* picks a random object from a style map.
1604 */
1605object *
1606maptile::pick_random_object (rand_gen &gen) const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (gen (width), gen (height)).bot;
1617
1618 // must be head: do not prefer big monsters just because they are big.
1619 if (pick && pick->is_head ())
1620 return pick;
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return archetype::find (shstr_bug);
1625}
1626
1627//-GPL
1628
1629void
1630maptile::play_sound (faceidx sound, int x, int y) const
1631{
1632 if (!sound)
1633 return;
1634
1635 for_all_players_on_map (pl, this)
1636 if (client *ns = pl->ns)
1637 {
1638 int dx = x - pl->ob->x;
1639 int dy = y - pl->ob->y;
1640
1641 int distance = idistance (dx, dy);
1642
1643 if (distance <= MAX_SOUND_DISTANCE)
1644 ns->play_sound (sound, dx, dy);
1645 }
1646}
1647
1648void
1649maptile::say_msg (const char *msg, int x, int y) const
1650{
1651 for_all_players (pl)
1652 if (client *ns = pl->ns)
1653 {
1654 int dx = x - pl->ob->x;
1655 int dy = y - pl->ob->y;
1656
1657 int distance = idistance (dx, dy);
1658
1659 if (distance <= MAX_SOUND_DISTANCE)
1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1661 }
1662}
1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1666static void
1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1668{
1669 // clip to map to the left
1670 if (x0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1674
1675 if (x1 < 0) // entirely to the left
1676 return;
1677
1678 x0 = 0;
1679 }
1680
1681 // clip to map to the right
1682 if (x1 > m->width)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1686
1687 if (x0 > m->width) // entirely to the right
1688 return;
1689
1690 x1 = m->width;
1691 }
1692
1693 // clip to map above
1694 if (y0 < 0)
1695 {
1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1698
1699 if (y1 < 0) // entirely above
1700 return;
1701
1702 y0 = 0;
1703 }
1704
1705 // clip to map below
1706 if (y1 > m->height)
1707 {
1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1710
1711 if (y0 > m->height) // entirely below
1712 return;
1713
1714 y1 = m->height;
1715 }
1716
1717 // if we get here, the rect is within the current map
1718 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1719
1720 r->m = m;
1721 r->x0 = x0;
1722 r->y0 = y0;
1723 r->x1 = x1;
1724 r->y1 = y1;
1725 r->dx = dx;
1726 r->dy = dy;
1727}
1728
1729maprect *
1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1731{
1732 buf.clear ();
1733
1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1735
1736 // add end marker
1737 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1738 r->m = 0;
1739
1740 return (maprect *)buf.linearise ();
1741}
1742

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