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Comparing deliantra/server/common/map.C (file contents):
Revision 1.19 by root, Thu Aug 31 18:59:23 2006 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.19 2006/08/31 18:59:23 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 26#include <unistd.h>
36#endif /* win32 */
37 27
28#include "global.h"
38#include "path.h" 29#include "path.h"
39 30
31//+GPL
40 32
41extern int nrofallocobjects,nroffreeobjects; 33sint8 maptile::outdoor_darkness;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 34
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 40 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
244 */ 44 */
45int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 47{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 48 sint16 newx = x;
253 newy = y; 49 sint16 newy = y;
50
254 mp = get_map_from_coord(oldmap, &newx, &newy); 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 52
256 retval |= P_NEW_MAP; 53 if (!mp)
54 return P_OUT_OF_MAP;
55
257 if (newmap) *newmap = mp; 56 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 57 if (nx) *nx = newx;
259 if (ny) *ny = newy; 58 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 59
262 if (retval & P_SAFE) 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 61}
267
268 62
269/* 63/*
270 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
273 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
274 * to block it from moving there. 68 * to block it from moving there.
275 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
276 * monster. 70 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 71 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 72 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 73 * by the caller.
280 */ 74 */
281 75int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 76blocked_link (object *ob, maptile *m, int sx, int sy)
283 object *tmp; 77{
284 int mflags, blocked;
285
286 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 79 * have already checked this.
288 */ 80 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->spaces[sx + m->width * sy].flags;
298 88
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
300 91
301 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 94 * things we need to do for players.
304 */ 95 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 return 0;
306 98
307 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
313 */ 105 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
315 108
316 if(ob->head != NULL) 109 ob = ob->head_ ();
317 ob=ob->head;
318 110
319 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
323 */ 115 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 {
118 if (OB_MOVE_BLOCK (ob, tmp))
119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0))
122 return 1;
123 else
124 continue;
325 125
326 /* This must be before the checks below. Code for inventory checkers. */ 126 if (tmp->type == CHECK_INV)
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
328 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't
330 * pass through this space.
331 */ 127 {
332 if (tmp->last_sp) { 128 bool have = check_inv_recursive (ob, tmp);
333 if (check_inv_recursive(ob,tmp)==NULL) 129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
334 return 1; 132 return 1;
335 else
336 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 133 }
346 } /* if check_inv */ 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
143 }
144 else
145 return 1; // unconditional block
146
347 else { 147 } else {
348 /* Broke apart a big nasty if into several here to make 148 // space does not block the ob, directly, but
349 * this more readable. first check - if the space blocks 149 // anything alive that is not a door still
350 * movement, can't move here. 150 // blocks anything
351 * second - if a monster, can't move there, unles it is a 151
352 * hidden dm 152 if (tmp->flag [FLAG_ALIVE]
353 */ 153 && tmp->type != DOOR
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 155 return 1;
358 } 156 }
359
360 } 157 }
158
361 return 0; 159 return 0;
362} 160}
363
364 161
365/* 162/*
366 * Returns true if the given object can't fit in the given spot. 163 * Returns the blocking object if the given object can't fit in the given
367 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
370 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
371 * 168 *
372 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
373 * 170 *
374 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
386 * 183 *
387 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
389 * against the move_block values. 186 * against the move_block values.
390 */ 187 */
391 188bool
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 189object::blocked (maptile *m, int x, int y) const
393 archetype *tmp; 190{
394 int flag; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
405 194
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 195 if (!pos.normalise ())
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 196 return 1;
408 197
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 198 mapspace &ms = *pos;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 199
412 /* find_first_free_spot() calls this function. However, often 200 if (ms.flags () & P_IS_ALIVE)
413 * ob doesn't have any move type (when used to place exits) 201 return 1;
202
203 /* However, often ob doesn't have any move type
204 * (signifying non-moving objects)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 206 */
207 if (!move_type && ms.move_block != MOVE_ALL)
208 continue;
416 209
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
421 */ 212 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 213 if (ms.blocks (move_type))
423 return AB_NO_PASS; 214 return 1;
424
425 } 215 }
216
426 return 0; 217 return 0;
427} 218}
428 219
429/* When the map is loaded, load_object does not actually insert objects 220//-GPL
430 * into inventory, but just links them. What this does is go through
431 * and insert them properly.
432 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight.
434 */
435 221
436void fix_container(object *container) 222void
223maptile::set_object_flag (int flag, int value)
437{ 224{
438 object *tmp=container->inv, *next; 225 if (!spaces)
226 return;
439 227
440 container->inv=NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 while (tmp!=NULL) { 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
442 next = tmp->below; 230 tmp->flag [flag] = value;
443 if (tmp->inv)
444 fix_container(tmp);
445 (void) insert_ob_in_ob(tmp,container);
446 tmp = next;
447 }
448 /* sum_weight will go through and calculate what all the containers are
449 * carrying.
450 */
451 sum_weight(container);
452} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
453 260
454/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 265 */
460 266void
461static void link_multipart_objects(mapstruct *m) 267maptile::link_multipart_objects ()
462{ 268{
463 int x,y; 269 if (!spaces)
464 object *tmp, *op, *last, *above; 270 return;
465 archetype *at;
466 271
467 for(x=0;x<MAP_WIDTH(m);x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 273 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 274 object *op = ms->bot;
470 above=tmp->above; 275 while (op)
471 276 {
472 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 278 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 279 {
280 op->remove ();
281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
290 }
291 else
292 op = op->above;
293 }
294 }
295}
296
297//-GPL
506 298
507/* 299/*
508 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 301 * file pointer.
510 * mapflags is the same as we get with load_original_map
511 */ 302 */
303bool
304maptile::_load_objects (object_thawer &f)
305{
306 for (;;)
307 {
308 coroapi::cede_to_tick (); // cede once in a while
512 309
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 310 switch (f.kw)
514 int i,j,bufstate=LO_NEWFILE;
515 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp;
517
518 op=get_object();
519 op->map = m; /* To handle buttons correctly */
520
521 while((i = load_object (fp, op, bufstate, mapflags))) {
522 /* Since the loading of the map header does not load an object
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */ 311 {
526 bufstate = LO_REPEAT; 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 {
318 op->carrying = 0;
319 op->update_weight ();
320 }
527 321
528 /* if the archetype for the object is null, means that we 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
529 * got an invalid object. Don't do anything with it - the game 323 {
530 * or editor will not be able to do anything with it either. 324 // we insert manually because
531 */ 325 // a) its way faster
532 if (op->arch==NULL) { 326 // b) we remove manually, too, and there are good reasons for that
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
345 }
346
534 continue; 347 continue;
535 }
536 348
537
538 switch(i) {
539 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546
547 if (op->inv)
548 sum_weight(op);
549
550 prev=op,last_more=op;
551 break;
552
553 case LL_MORE: 349 case KW_EOF:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 350 return true;
555 op->head=prev,last_more->more=op,last_more=op; 351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
556 break; 355 break;
557 } 356 }
558 if (mapflags & MAP_STYLE) { 357
559 remove_from_active_list(op); 358 f.next ();
359 }
360
361 return true;
362}
363
364void
365maptile::activate ()
366{
367 if (state != MAP_INACTIVE)
368 return;
369
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
377}
378
379void
380maptile::deactivate ()
381{
382 if (state != MAP_ACTIVE)
383 return;
384
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
390}
391
392bool
393maptile::_save_objects (object_freezer &f, int flags)
394{
395 coroapi::cede_to_tick ();
396
397 if (flags & IO_HEADER)
398 _save_header (f);
399
400 if (!spaces)
401 return false;
402
403 for (int i = 0; i < size (); ++i)
404 {
405 bool unique = 0;
406
407 for (object *op = spaces [i].bot; op; op = op->above)
408 {
409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
410
411 if (ecb_expect_false (!op->can_map_save ()))
412 continue;
413
414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
415 {
416 if (flags & IO_UNIQUES)
417 op->write (f);
418 }
419 else if (ecb_expect_true (flags & IO_OBJECTS))
420 op->write (f);
560 } 421 }
561 op=get_object(); 422 }
562 op->map = m; 423
424 coroapi::cede_to_tick ();
425
426 return true;
427}
428
429bool
430maptile::_save_objects (const char *path, int flags)
431{
432 object_freezer freezer;
433
434 if (!_save_objects (freezer, flags))
435 return false;
436
437 return freezer.save (path);
438}
439
440void
441maptile::init ()
442{
443 state = MAP_SWAPPED;
444
445 /* The maps used to pick up default x and y values from the
446 * map archetype. Mimic that behaviour.
447 */
448 width = 16;
449 height = 16;
450 timeout = 300;
451 max_items = MAX_ITEM_PER_ACTION;
452 max_volume = 2000000; // 2m³
453 reset_timeout = 0;
454 enter_x = 0;
455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
469
470 alloc ();
471}
472
473/*
474 * Allocates the arrays contained in a maptile.
475 * This basically allocates the dynamic array of spaces for the
476 * map.
477 */
478void
479maptile::alloc ()
480{
481 if (spaces)
482 return;
483
484 spaces = salloc0<mapspace> (size ());
485}
486
487//+GPL
488
489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
490 * corresponding to that string. Memory is allocated for this, it must be freed
491 * at a later date.
492 * Called by parse_map_headers below.
493 */
494static shopitems *
495parse_shop_string (const char *input_string)
496{
497 char *shop_string, *p, *q, *next_semicolon, *next_colon;
498 shopitems *items = NULL;
499 int i = 0, number_of_entries = 0;
500 const typedata *current_type;
501
502 shop_string = strdup (input_string);
503 p = shop_string;
504 /* first we'll count the entries, we'll need that for allocating the array shortly */
505 while (p)
563 } 506 {
564 for (i=0;i<m->width;i++){ 507 p = strchr (p, ';');
565 for (j=0;j<m->height;j++){ 508 number_of_entries++;
566 unique =0; 509 if (p)
567 /* check for unique items, or unique squares */ 510 p++;
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 511 }
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 512
570 unique = 1; 513 p = shop_string;
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 514 strip_endline (p);
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 515 items = new shopitems[number_of_entries + 1];
516 for (i = 0; i < number_of_entries; i++)
517 {
518 if (!p)
519 {
520 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
521 break;
522 }
523
524 next_semicolon = strchr (p, ';');
525 next_colon = strchr (p, ':');
526 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
527 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
528 items[i].strength = atoi (strchr (p, ':') + 1);
529
530 if (isdigit (*p) || *p == '*')
531 {
532 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
533 current_type = get_typedata (items[i].typenum);
534 if (current_type)
535 {
536 items[i].name = current_type->name;
537 items[i].name_pl = current_type->name_pl;
573 } 538 }
574 } 539 }
575 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579
580/* This saves all the objects on the map in a non destructive fashion.
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
582 * and we only save the head of multi part objects - this is needed
583 * in order to do map tiling properly.
584 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
586 int i, j = 0,unique=0;
587 object *op;
588 /* first pass - save one-part objects */
589 for(i = 0; i < MAP_WIDTH(m); i++)
590 for (j = 0; j < MAP_HEIGHT(m); j++) {
591 unique=0;
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595
596 if(op->type == PLAYER) {
597 LOG(llevDebug, "Player on map that is being saved\n");
598 continue;
599 }
600
601 if (op->head || op->owner)
602 continue;
603
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614}
615
616/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else 540 else
633 mp->next=map; 541 { /*we have a named type, let's figure out what it is */
634 542 q = strpbrk (p, ";:");
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct.
653 * This basically allocates the dynamic array of spaces for the
654 * map.
655 */
656
657void allocate_map(mapstruct *m) {
658 m->in_memory = MAP_IN_MEMORY;
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) {
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m;
684}
685
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems
687 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date.
689 * Called by parse_map_headers below.
690 */
691
692static shopitems *parse_shop_string (const char *input_string) {
693 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL;
695 int i=0, number_of_entries=0;
696 const typedata *current_type;
697
698 shop_string=strdup_local(input_string);
699 p=shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) {
702 p=strchr(p, ';');
703 number_of_entries++;
704 if (p) p++;
705 }
706 p=shop_string;
707 strip_endline(p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) {
711 if (!p) { 543 if (q)
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 544 *q = '\0';
713 break; 545
714 } 546 current_type = get_typedata_by_name (p);
715 next_semicolon=strchr(p, ';');
716 next_colon=strchr(p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1);
720
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum);
724 if (current_type) { 547 if (current_type)
548 {
725 items[i].name=current_type->name; 549 items[i].name = current_type->name;
550 items[i].typenum = current_type->number;
726 items[i].name_pl=current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 } 552 }
553 else
739 else { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
741 */ 556 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n", 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
743 p, input_string);
744 } 558 }
745 } 559 }
560
746 items[i].index=number_of_entries; 561 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 562 if (next_semicolon)
563 p = ++next_semicolon;
564 else
748 else p=NULL; 565 p = NULL;
749 } 566 }
567
750 free(shop_string); 568 free (shop_string);
751 return items; 569 return items;
752} 570}
753 571
754/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
756static void print_shop_string(mapstruct *m, char *output_string) { 574static const char *
757 int i; 575print_shop_string (maptile *m)
758 char tmp[MAX_BUF]; 576{
759 strcpy(output_string, ""); 577 static dynbuf_text buf; buf.clear ();
578 bool first = true;
579
760 for (i=0; i< m->shopitems[0].index; i++) { 580 for (int i = 0; i < m->shopitems[0].index; i++)
581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
761 if (m->shopitems[i].typenum) { 587 if (m->shopitems[i].typenum)
588 {
762 if (m->shopitems[i].strength) { 589 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
764 } 591 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
766 } 593 }
767 else { 594 else
595 {
768 if (m->shopitems[i].strength) { 596 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
770 } 598 else
771 else sprintf(tmp, "*"); 599 buf.printf ("*");
772 } 600 }
773 strcat(output_string, tmp);
774 } 601 }
602
603 return buf;
775} 604}
605
606//-GPL
776 607
777/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
779 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
780 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
782 * put all the stuff in the map object so that names actually make 613 * put all the stuff in the map object so that names actually make
783 * sense. 614 * sense.
784 * This could be done in lex (like the object loader), but I think 615 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 616 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 617 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 618 */
789 619bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 620maptile::_load_header (object_thawer &thawer)
791{ 621{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 622 for (;;)
793 int msgpos=0; 623 {
794 int maplorepos=0; 624 switch (thawer.kw)
795
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 buf[HUGE_BUF-1] = 0;
798 key = buf;
799 while (isspace(*key)) key++;
800 if (*key == 0) continue; /* empty line */
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 625 {
820 if (!end) { 626 case KW_msg:
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 627 thawer.get_ml (KW_endmsg, msg);
822 buf); 628 break;
629
630 case KW_lore: // deliantra extension
631 thawer.get_ml (KW_endlore, maplore);
632 break;
633
634 case KW_maplore:
635 thawer.get_ml (KW_endmaplore, maplore);
636 break;
637
638 case KW_arch:
639 if (strcmp (thawer.get_str (), "map"))
640 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
641 break;
642
643 case KW_oid:
644 thawer.get (this, thawer.get_sint32 ());
645 break;
646
647 case KW_file_format_version: break; // nop
648
649 case KW_name: thawer.get (name); break;
650 case KW_attach: thawer.get (attach); break;
651 case KW_reset_time: thawer.get (reset_time); break;
652 case KW_shopgreed: thawer.get (shopgreed); break;
653 case KW_shopmin: thawer.get (shopmin); break;
654 case KW_shopmax: thawer.get (shopmax); break;
655 case KW_shoprace: thawer.get (shoprace); break;
656 case KW_outdoor: thawer.get (outdoor); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
662
663 case KW_region: thawer.get (default_region); break;
664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
665
666 // old names new names
667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
669 case KW_x: case KW_width: thawer.get (width); break;
670 case KW_y: case KW_height: thawer.get (height); break;
671 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
676
677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
687
688 case KW_end:
689 thawer.next ();
823 return 1; 690 return true;
824 }
825
826 691
827 /* key is the field name, value is what it should be set 692 default:
828 * to. We've already done the work to null terminate key, 693 if (!thawer.parse_error ("map"))
829 * and strip off any leading spaces for both of these. 694 return false;
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break; 695 break;
873 } 696 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949 697
950 if (tile<1 || tile>4) { 698 thawer.next ();
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 699 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 700
1023 object_thawer thawer (pathname); 701 abort ();
1024
1025 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049} 702}
1050 703
1051/* 704//+GPL
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m;
1098}
1099
1100/*
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130}
1131 705
1132/****************************************************************************** 706/******************************************************************************
1133 * This is the start of unique map handling code 707 * This is the start of unique map handling code
1134 *****************************************************************************/ 708 *****************************************************************************/
1135 709
1136/* This goes through map 'm' and removed any unique items on the map. */ 710/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 711void
712maptile::clear_unique_items ()
1138{ 713{
714 for (int i = 0; i < size (); ++i)
715 {
1139 int i,j,unique; 716 int unique = 0;
1140 object *op, *next; 717 for (object *op = spaces [i].bot; op; )
718 {
719 object *above = op->above;
1141 720
1142 for(i=0; i<MAP_WIDTH(m); i++) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 722 unique = 1;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 723
1146 next = op->above; 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 725 op->destroy ();
1148 unique=1; 726
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 727 op = above;
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 }
1156 }
1157 } 728 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 729 }
1208 LOG (llevError, "Tried to save map without path.\n"); 730}
1209 return -1;
1210 }
1211 731
1212 if (flag || (m->unique) || (m->templatemap)) 732//-GPL
1213 {
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 733
1224 make_path_to_file (filename); 734bool
1225 } 735maptile::_save_header (object_freezer &freezer)
1226 else 736{
1227 { 737#define MAP_OUT(k) freezer.put (KW(k), k)
1228 if (!m->tmpname) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1230 739
1231 strcpy (filename, m->tmpname); 740 MAP_OUT2 (arch, CS(map));
1232 }
1233 741
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 742 if (name) MAP_OUT (name);
1235 m->in_memory = MAP_SAVING; 743 MAP_OUT (swap_time);
744 MAP_OUT (reset_time);
745 MAP_OUT (reset_timeout);
746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
749 MAP_OUT (difficulty);
750 if (default_region) MAP_OUT2 (region, default_region->name);
1236 751
752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
753 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin);
755 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace);
757
758 MAP_OUT (width);
759 MAP_OUT (height);
760 MAP_OUT (enter_x);
761 MAP_OUT (enter_y);
762 MAP_OUT (darkness);
763 MAP_OUT (outdoor);
764
765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767
768 MAP_OUT (per_player);
769 MAP_OUT (per_party);
770
771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
777
778 freezer.put (this);
779 freezer.put (KW(end));
780
781 return true;
782}
783
784bool
785maptile::_save_header (const char *path)
786{
1237 object_freezer freezer; 787 object_freezer freezer;
1238 788
1239 /* legacy */ 789 if (!_save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 790 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 791
1311 /* Save any tiling information, except on overlays */ 792 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346} 793}
1347 794
1348 795//+GPL
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367}
1368 796
1369/* 797/*
1370 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
1371 */ 799 */
800void
801maptile::clear ()
802{
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
1372 811
1373void free_all_objects(mapstruct *m) { 812 op->flag [FLAG_REMOVED] = true;
1374 int i,j;
1375 object *op;
1376 813
1377 for(i=0;i<MAP_WIDTH(m);i++) 814 object *head = op->head_ ();
1378 for(j=0;j<MAP_HEIGHT(m);j++) { 815 if (op == head)
1379 object *previous_obj=NULL; 816 op->destroy ();
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) { 817 else if (head->map != op->map)
1381 if (op==previous_obj) { 818 {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1383 break; 820 head->destroy ();
1384 } 821 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head;
1388
1389 /* If the map isn't in memory, free_object will remove and
1390 * free objects in op's inventory. So let it do the job.
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 } 822 }
1397 }
1398}
1399 823
1400/* 824 sfree0 (spaces, size ());
1401 * Frees everything allocated by the given mapstructure.
1402 * don't free tmpname - our caller is left to do that
1403 */
1404
1405void free_map(mapstruct *m,int flag) {
1406 int i;
1407
1408 if (!m->in_memory) {
1409 LOG(llevError,"Trying to free freed map.\n");
1410 return;
1411 } 825 }
1412 if (flag && m->spaces) free_all_objects(m); 826
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons) 827 if (buttons)
1420 free_objectlinkpt(m->buttons); 828 free_objectlinkpt (buttons), buttons = 0;
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428 829
1429/* 830 sfree0 (regions, size ());
1430 * function: vanish mapstruct 831 delete [] regionmap; regionmap = 0;
1431 * m : pointer to mapstruct, if NULL no action 832}
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435 833
1436void delete_map(mapstruct *m) { 834void
1437 mapstruct *tmp, *last; 835maptile::clear_header ()
1438 int i; 836{
837 name = 0;
838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
1439 842
1440 if (!m) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
1441 return; 844 tile_path [i] = 0;
845}
1442 846
1443 m->clear (); 847maptile::~maptile ()
848{
849 assert (destroyed ());
850}
1444 851
1445 if (m->in_memory == MAP_IN_MEMORY) { 852void
1446 /* change to MAP_SAVING, even though we are not, 853maptile::clear_links_to (maptile *m)
1447 * so that remove_ob doesn't do as much work. 854{
1448 */
1449 m->in_memory = MAP_SAVING;
1450 free_map (m, 1);
1451 }
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
1463 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
1464 */ 859 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) { 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
1466 if (tmp->next == m) last = tmp; 861 if (tile_map[i] == m)
862 tile_map[i] = 0;
863}
1467 864
1468 /* This should hopefully get unrolled on a decent compiler */ 865void
1469 for (i=0; i<4; i++) 866maptile::do_destroy ()
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; 867{
1471 } 868 attachable::do_destroy ();
1472 869
1473 /* If last is null, then this should be the first map in the list */ 870 clear ();
1474 if (!last) { 871}
1475 if (m == first_map) 872
1476 first_map = m->next; 873/* decay and destroy perishable items in a map */
874// TODO: should be done regularly, not on map load?
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
1477 else 917 else
1478 /* m->path is a static char, so should hopefully still have 918 {
1479 * some useful data in it. 919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
1480 */ 932 )
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n", 933 destroy = 1;
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 free (m);
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 934 }
1533 935
1534 /* create and load a map */ 936 /* adjust overall chance below */
1535 if (flags & MAP_PLAYER_UNIQUE) 937 if (destroy && rndm (0, 1))
1536 LOG(llevDebug, "Trying to load map %s.\n", name); 938 op->destroy ();
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542
1543 fix_auto_apply(m); /* Chests which open as default */
1544
1545 /* If a player unique map, no extra unique object file to load.
1546 * if from the editor, likewise.
1547 */
1548 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1549 load_unique_objects(m);
1550
1551 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1552 m=load_overlay_map(name, m);
1553 if (m==NULL)
1554 return NULL;
1555 } 939 }
1556
1557 if (flags & MAP_PLAYER_UNIQUE)
1558 INVOKE_MAP (SWAPIN, m);
1559
1560 } else {
1561 /* If in this loop, we found a temporary map, so load it up. */
1562
1563 m=load_temporary_map (m);
1564 if(m==NULL) return NULL;
1565 load_unique_objects(m);
1566
1567 clean_tmp_map(m);
1568 m->in_memory = MAP_IN_MEMORY;
1569 /* tempnam() on sun systems (probably others) uses malloc
1570 * to allocated space for the string. Free it here.
1571 * In some cases, load_temporary_map above won't find the
1572 * temporary map, and so has reloaded a new map. If that
1573 * is the case, tmpname is now null
1574 */
1575 if (m->tmpname) free(m->tmpname);
1576 m->tmpname = NULL;
1577 /* It's going to be saved anew anyway */
1578 }
1579
1580 /* Below here is stuff common to both first time loaded maps and
1581 * temp maps.
1582 */
1583
1584 decay_objects(m); /* start the decay */
1585 /* In case other objects press some buttons down */
1586 update_buttons(m);
1587 if (m->outdoor)
1588 set_darkness_map(m);
1589 /* run the weather over this map */
1590 weather_effect(name);
1591 return m;
1592} 940}
1593
1594 941
1595/* 942/*
1596 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1597 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1598 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1599 * 946 *
1600 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1601 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1602 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1603 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1604 */ 951 */
1605 952int
1606int calculate_difficulty(mapstruct *m) { 953maptile::estimate_difficulty () const
1607 object *op; 954{
1608 archetype *at;
1609 int x, y, i, diff;
1610 long monster_cnt = 0; 955 long monster_cnt = 0;
1611 double avgexp = 0; 956 double avgexp = 0;
1612 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1613 958
1614 if (MAP_DIFFICULTY (m)) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1615 { 960 for (object *op = ms->bot; op; op = op->above)
1616 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1617 return MAP_DIFFICULTY (m);
1618 }
1619
1620 for(x = 0; x < MAP_WIDTH(m); x++)
1621 for(y = 0; y < MAP_HEIGHT(m); y++)
1622 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1623 { 961 {
1624 if(QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1625 { 963 {
1626 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1627 monster_cnt++; 965 monster_cnt++;
1628 } 966 }
1629 967
1630 if(QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1631 { 969 {
1632 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1633 at = type_to_archetype(GENERATE_TYPE (op));
1634 971
1635 if(at != NULL) 972 if (archetype *at = op->other_arch)
973 {
1636 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1637
1638 monster_cnt++; 975 monster_cnt++;
1639 } 976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1640 } 983 }
984 }
1641 985
1642 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1643 987
1644 for (i = 1; i <= settings.max_level; i++) 988 for (int i = 1; i <= settings.max_level; i++)
1645 {
1646 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 989 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1647 {
1648 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1649 return i; 990 return i;
1650 }
1651 }
1652 991
1653 return 1; 992 return 1;
1654}
1655
1656void clean_tmp_map(mapstruct *m) {
1657 if(m->tmpname == NULL)
1658 return;
1659 INVOKE_MAP (CLEAN, m);
1660 (void) unlink(m->tmpname);
1661}
1662
1663void free_all_maps(void)
1664{
1665 int real_maps=0;
1666
1667 while (first_map) {
1668 /* I think some of the callers above before it gets here set this to be
1669 * saving, but we still want to free this data
1670 */
1671 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1672 delete_map(first_map);
1673 real_maps++;
1674 }
1675 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1676} 993}
1677 994
1678/* change_map_light() - used to change map light level (darkness) 995/* change_map_light() - used to change map light level (darkness)
1679 * up or down. Returns true if successful. It should now be 996 * up or down. Returns true if successful. It should now be
1680 * possible to change a value by more than 1. 997 * possible to change a value by more than 1.
1681 * Move this from los.c to map.c since this is more related 998 * Move this from los.c to map.c since this is more related
1682 * to maps than los. 999 * to maps than los.
1683 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1684 */ 1001 */
1685 1002int
1686int change_map_light(mapstruct *m, int change) { 1003maptile::change_map_light (int change)
1687 int new_level = m->darkness + change; 1004{
1688
1689 /* Nothing to do */ 1005 /* Nothing to do */
1690 if(!change || (new_level <= 0 && m->darkness == 0) || 1006 if (!change)
1691 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1692 return 0; 1007 return 0;
1693 }
1694 1008
1695 /* inform all players on the map */ 1009 /* inform all players on the map */
1696 if (change>0) 1010 if (change > 0)
1697 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1698 else 1012 else
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1700 1014
1701 /* Do extra checking. since m->darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1702 * we need to be extra careful about negative values.
1703 * In general, the checks below are only needed if change
1704 * is not +/-1
1705 */
1706 if (new_level < 0) m->darkness = 0;
1707 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1708 else m->darkness=new_level;
1709 1016
1710 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1711 update_all_map_los(m); 1018 update_all_map_los (this);
1019
1712 return 1; 1020 return 1;
1713} 1021}
1714 1022
1715
1716/* 1023/*
1717 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1718 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1719 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1720 * through, etc) 1027 * through, etc)
1721 */ 1028 */
1722void update_position (mapstruct *m, int x, int y) { 1029void
1723 object *tmp, *last = NULL; 1030mapspace::update_ ()
1724 uint8 flags = 0, oldflags, light=0, anywhere=0; 1031{
1725 New_Face *top,*floor, *middle; 1032 object *last = 0;
1726 object *top_obj, *floor_obj, *middle_obj; 1033 uint8 flags = P_UPTODATE;
1034 sint8 light = 0;
1727 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1728 1040
1729 oldflags = GET_MAP_FLAGS(m,x,y); 1041 //object *middle = 0;
1730 if (!(oldflags & P_NEED_UPDATE)) { 1042 //object *top = 0;
1731 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1043 //object *floor = 0;
1732 m->path, x, y); 1044 // this seems to generate better code than using locals, above
1733 return; 1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1050
1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1734 } 1052 {
1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1054 light += tmp->glow_radius;
1735 1055
1736 middle=blank_face;
1737 top=blank_face;
1738 floor=blank_face;
1739
1740 middle_obj = NULL;
1741 top_obj = NULL;
1742 floor_obj = NULL;
1743
1744 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1745
1746 /* This could be made additive I guess (two lights better than
1747 * one). But if so, it shouldn't be a simple additive - 2
1748 * light bulbs do not illuminate twice as far as once since
1749 * it is a disapation factor that is squared (or is it cubed?)
1750 */
1751 if (tmp->glow_radius > light) light = tmp->glow_radius;
1752
1753 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1754 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1755 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1756 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1757 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1758 * 1061 *
1759 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1760 */ 1063 */
1761 if (!tmp->invisible) { 1064 if (ecb_expect_true (!tmp->invisible))
1762 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1065 {
1763 top = tmp->face; 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1764 top_obj = tmp; 1067 top = tmp;
1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */
1073 middle = 0;
1074 top = 0;
1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1765 } 1078 }
1766 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1079 else
1767 /* If we got a floor, that means middle and top were below it,
1768 * so should not be visible, so we clear them.
1769 */
1770 middle=blank_face;
1771 top=blank_face;
1772 floor = tmp->face;
1773 floor_obj = tmp;
1774 } 1080 {
1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1775 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1776 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1777 middle = tmp->face;
1778
1779 middle_obj = tmp;
1780 anywhere =1; 1089 anywhere = tmp;
1781 } 1090
1782 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1783 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1784 * top 1093 * top
1785 */
1786 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1787 middle = tmp->face;
1788 middle_obj = tmp;
1789 }
1790 }
1791 if (tmp==tmp->above) {
1792 LOG(llevError, "Error in structure of map\n");
1793 exit (-1);
1794 }
1795
1796 move_slow |= tmp->move_slow;
1797 move_block |= tmp->move_block;
1798 move_on |= tmp->move_on;
1799 move_off |= tmp->move_off;
1800 move_allow |= tmp->move_allow;
1801
1802 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1803 flags |= P_IS_ALIVE;
1804 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1805 flags |= P_NO_MAGIC;
1806 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1807 flags |= P_NO_CLERIC;
1808 if (tmp->type == SAFE_GROUND)
1809 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1810
1811 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1812 flags |= P_BLOCKSVIEW;
1813 } /* for stack of objects */
1814
1815 /* we don't want to rely on this function to have accurate flags, but
1816 * since we're already doing the work, we calculate them here.
1817 * if they don't match, logic is broken someplace.
1818 */
1819 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1820 (!(oldflags & P_NO_ERROR))) {
1821 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1822 m->path, x, y,
1823 (oldflags & ~P_NEED_UPDATE), flags);
1824 }
1825 SET_MAP_FLAGS(m, x, y, flags);
1826 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1827 SET_MAP_MOVE_ON(m, x, y, move_on);
1828 SET_MAP_MOVE_OFF(m, x, y, move_off);
1829 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1830
1831 /* At this point, we have a floor face (if there is a floor),
1832 * and the floor is set - we are not going to touch it at
1833 * this point.
1834 * middle contains the highest visibility face.
1835 * top contains a player/monster face, if there is one.
1836 *
1837 * We now need to fill in top.face and/or middle.face.
1838 */
1839
1840 /* If the top face also happens to be high visibility, re-do our
1841 * middle face. This should not happen, as we already have the
1842 * else statement above so middle should not get set. OTOH, it
1843 * may be possible for the faces to match but be different objects.
1844 */
1845 if (top == middle) middle=blank_face;
1846
1847 /* There are three posibilities at this point:
1848 * 1) top face is set, need middle to be set.
1849 * 2) middle is set, need to set top.
1850 * 3) neither middle or top is set - need to set both.
1851 */
1852
1853 for (tmp=last; tmp; tmp=tmp->below) {
1854 /* Once we get to a floor, stop, since we already have a floor object */
1855 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1856
1857 /* If two top faces are already set, quit processing */
1858 if ((top != blank_face) && (middle != blank_face)) break;
1859
1860 /* Only show visible faces, unless its the editor - show all */
1861 if (!tmp->invisible || editor) {
1862 /* Fill in top if needed */
1863 if (top == blank_face) {
1864 top = tmp->face;
1865 top_obj = tmp;
1866 if (top == middle) middle=blank_face;
1867 } else {
1868 /* top is already set - we should only get here if
1869 * middle is not set
1870 *
1871 * Set the middle face and break out, since there is nothing
1872 * more to fill in. We don't check visiblity here, since
1873 *
1874 */ 1094 */
1875 if (tmp->face != top ) { 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1876 middle = tmp->face; 1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1877 middle_obj = tmp; 1098 middle = tmp;
1878 break;
1879 } 1099 }
1880 } 1100 }
1881 } 1101 }
1102
1103 move_slow |= tmp->move_slow;
1104 move_block |= tmp->move_block;
1105 move_on |= tmp->move_on;
1106 move_off |= tmp->move_off;
1107 move_allow |= tmp->move_allow;
1108
1109 allflags |= tmp->flag;
1110
1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1113 }
1114
1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1126 this->flags_ = flags;
1127 this->move_block = move_block & ~move_allow;
1128 this->move_on = move_on;
1129 this->move_off = move_off;
1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1133
1134 /* At this point, we have a floor face (if there is a floor),
1135 * and the floor is set - we are not going to touch it at
1136 * this point.
1137 * middle contains the highest visibility face.
1138 * top contains a player/monster face, if there is one.
1139 *
1140 * We now need to fill in top.face and/or middle.face.
1141 */
1142
1143 /* If the top face also happens to be high visibility, re-do our
1144 * middle face. This should not happen, as we already have the
1145 * else statement above so middle should not get set. OTOH, it
1146 * may be possible for the faces to match but be different objects.
1147 */
1148 if (top == middle)
1149 middle = 0;
1150
1151 /* There are three posibilities at this point:
1152 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both.
1155 */
1156
1157 for (object *tmp = last; tmp; tmp = tmp->below)
1882 } 1158 {
1883 if (middle == floor) middle = blank_face; 1159 /* Once we get to a floor, stop, since we already have a floor object */
1884 if (top == middle) middle = blank_face; 1160 if (tmp->flag [FLAG_IS_FLOOR])
1885 SET_MAP_FACE(m,x,y,top,0); 1161 break;
1886 if(top != blank_face)
1887 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1888 else
1889 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1890 SET_MAP_FACE(m,x,y,middle,1);
1891 if(middle != blank_face)
1892 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1893 else
1894 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1895 SET_MAP_FACE(m,x,y,floor,2);
1896 if(floor != blank_face)
1897 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1898 else
1899 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1900 SET_MAP_LIGHT(m,x,y,light);
1901}
1902 1162
1163 /* If two top faces are already set, quit processing */
1164 if (top && middle)
1165 break;
1903 1166
1904void set_map_reset_time(mapstruct *map) { 1167 /* Only show visible faces */
1905 int timeout; 1168 if (!tmp->invisible)
1169 {
1170 /* Fill in top if needed */
1171 if (!top)
1172 {
1173 top = tmp;
1174 if (top == middle)
1175 middle = 0;
1176 }
1177 else
1178 {
1179 /* top is already set - we should only get here if
1180 * middle is not set
1181 *
1182 * Set the middle face and break out, since there is nothing
1183 * more to fill in. We don't check visiblity here, since
1184 *
1185 */
1186 if (tmp != top)
1187 {
1188 middle = tmp;
1189 break;
1190 }
1191 }
1192 }
1193 }
1906 1194
1907 timeout = MAP_RESET_TIMEOUT(map); 1195 if (middle == floor)
1908 if (timeout <= 0) 1196 middle = 0;
1909 timeout = MAP_DEFAULTRESET;
1910 if (timeout >= MAP_MAXRESET)
1911 timeout = MAP_MAXRESET;
1912 MAP_WHEN_RESET(map) = seconds()+timeout;
1913}
1914 1197
1915/* this updates the orig_map->tile_map[tile_num] value after loading 1198 if (top == middle)
1916 * the map. It also takes care of linking back the freshly loaded 1199 middle = 0;
1917 * maps tile_map values if it tiles back to this one. It returns
1918 * the value of orig_map->tile_map[tile_num]. It really only does this
1919 * so that it is easier for calling functions to verify success.
1920 */
1921 1200
1922static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1201 // set lower map transparent floor flag if applicable
1923{ 1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1924 int dest_tile = (tile_num +2) % 4; 1203 {
1925 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); 1204 floor->set_anim_frame (0);
1926 1205
1927 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1928 1210
1929 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1211 if (object *floor2 = ms.faces_obj [2])
1930 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1931 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1213 {
1932 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1933 1219
1934 return orig_map->tile_map[tile_num]; 1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1224#if 0
1225 faces_obj [0] = top;
1226 faces_obj [1] = middle;
1227 faces_obj [2] = floor;
1228#endif
1229}
1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1246maptile::tile_available (int dir, bool load)
1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1290 return 0;
1935} 1291}
1936 1292
1937/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1938 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1939 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1940 * This is the function should always be used when it 1296 * This is the function should always be used when it
1941 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1942 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1943 * tiled maps. 1299 * tiled maps.
1944 * 1300 */
1945 * 1301int
1946 */
1947int out_of_map(mapstruct *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1948{ 1303{
1949
1950 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
1951 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
1952 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
1953 */ 1307 */
1954 if (!m) return 0; 1308 if (!m)
1955
1956 if (x<0) {
1957 if (!m->tile_path[3]) return 1;
1958 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1959 load_and_link_tiled_map(m, 3);
1960 }
1961 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1962 }
1963 if (x>=MAP_WIDTH(m)) {
1964 if (!m->tile_path[1]) return 1;
1965 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 1);
1967 }
1968 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1969 }
1970 if (y<0) {
1971 if (!m->tile_path[0]) return 1;
1972 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 0);
1974 }
1975 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1976 }
1977 if (y>=MAP_HEIGHT(m)) {
1978 if (!m->tile_path[2]) return 1;
1979 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 2);
1981 }
1982 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1983 }
1984
1985 /* Simple case - coordinates are within this local
1986 * map.
1987 */
1988 return 0; 1309 return 0;
1310
1311 if (x < 0)
1312 {
1313 if (!m->tile_available (TILE_WEST))
1314 return 1;
1315
1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1317 }
1318
1319 if (x >= m->width)
1320 {
1321 if (!m->tile_available (TILE_EAST))
1322 return 1;
1323
1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1325 }
1326
1327 if (y < 0)
1328 {
1329 if (!m->tile_available (TILE_NORTH))
1330 return 1;
1331
1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1333 }
1334
1335 if (y >= m->height)
1336 {
1337 if (!m->tile_available (TILE_SOUTH))
1338 return 1;
1339
1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1341 }
1342
1343 /* Simple case - coordinates are within this local
1344 * map.
1345 */
1346 return 0;
1989} 1347}
1990 1348
1991/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1992 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1993 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1994 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1995 * updates x and y to be the localized coordinates. 1353 * updates x and y to be the localised coordinates.
1996 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1997 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1998 */ 1356 */
1999mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1357maptile *
1358maptile::xy_find (sint16 &x, sint16 &y)
2000{ 1359{
2001 1360 if (x < 0)
2002 if (*x<0) {
2003 if (!m->tile_path[3]) return NULL;
2004 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2005 load_and_link_tiled_map(m, 3);
2006
2007 *x += MAP_WIDTH(m->tile_map[3]);
2008 return (get_map_from_coord(m->tile_map[3], x, y));
2009 } 1361 {
2010 if (*x>=MAP_WIDTH(m)) { 1362 if (!tile_available (TILE_WEST))
2011 if (!m->tile_path[1]) return NULL; 1363 return 0;
2012 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2013 load_and_link_tiled_map(m, 1);
2014 1364
2015 *x -= MAP_WIDTH(m); 1365 x += tile_map [TILE_WEST]->width;
2016 return (get_map_from_coord(m->tile_map[1], x, y)); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1367 }
1368
1369 if (x >= width)
2017 } 1370 {
2018 if (*y<0) { 1371 if (!tile_available (TILE_EAST))
2019 if (!m->tile_path[0]) return NULL; 1372 return 0;
2020 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2021 load_and_link_tiled_map(m, 0);
2022 1373
2023 *y += MAP_HEIGHT(m->tile_map[0]); 1374 x -= width;
2024 return (get_map_from_coord(m->tile_map[0], x, y)); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1376 }
1377
1378 if (y < 0)
2025 } 1379 {
2026 if (*y>=MAP_HEIGHT(m)) { 1380 if (!tile_available (TILE_NORTH))
2027 if (!m->tile_path[2]) return NULL; 1381 return 0;
2028 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2029 load_and_link_tiled_map(m, 2);
2030 1382
2031 *y -= MAP_HEIGHT(m); 1383 y += tile_map [TILE_NORTH]->height;
2032 return (get_map_from_coord(m->tile_map[2], x, y)); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1385 }
1386
1387 if (y >= height)
2033 } 1388 {
1389 if (!tile_available (TILE_SOUTH))
1390 return 0;
2034 1391
1392 y -= height;
1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1394 }
1395
2035 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
2036 * map. 1397 * map.
2037 */ 1398 */
2038 1399 return this;
2039 return m;
2040} 1400}
2041 1401
2042/** 1402/**
2043 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
2044 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
2045 */ 1405 */
2046static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1406int
1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1408{
2047 if (!map1 || !map2) 1409 if (!map1 || !map2)
2048 return 0; 1410 return 0;
2049 1411
1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 //fix: compare paths instead (this is likely faster, too!)
2050 if (map1 == map2) { 1414 if (map1 == map2)
1415 {
2051 *dx = 0; 1416 *dx = 0;
2052 *dy = 0; 1417 *dy = 0;
2053 1418 }
2054 } else if (map1->tile_map[0] == map2) { /* up */ 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1420 {
2055 *dx = 0; 1421 *dx = 0;
2056 *dy = -MAP_HEIGHT(map2); 1422 *dy = -map2->height;
2057 } else if (map1->tile_map[1] == map2) { /* right */ 1423 }
2058 *dx = MAP_WIDTH(map1); 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1425 {
1426 *dx = map1->width;
2059 *dy = 0; 1427 *dy = 0;
2060 } else if (map1->tile_map[2] == map2) { /* down */ 1428 }
1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1430 {
2061 *dx = 0; 1431 *dx = 0;
2062 *dy = MAP_HEIGHT(map1); 1432 *dy = map1->height;
2063 } else if (map1->tile_map[3] == map2) { /* left */ 1433 }
2064 *dx = -MAP_WIDTH(map2); 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1435 {
1436 *dx = -map2->width;
2065 *dy = 0; 1437 *dy = 0;
2066
2067 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2068 *dx = MAP_WIDTH(map1->tile_map[0]);
2069 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2070 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2071 *dx = -MAP_WIDTH(map2);
2072 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2073 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2074 *dx = MAP_WIDTH(map1);
2075 *dy = -MAP_HEIGHT(map2);
2076 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2077 *dx = MAP_WIDTH(map1);
2078 *dy = MAP_HEIGHT(map1->tile_map[1]);
2079 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2080 *dx = MAP_WIDTH(map1->tile_map[2]);
2081 *dy = MAP_HEIGHT(map1);
2082 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2083 *dx = -MAP_WIDTH(map2);
2084 *dy = MAP_HEIGHT(map1);
2085 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2086 *dx = -MAP_WIDTH(map1->tile_map[3]);
2087 *dy = -MAP_HEIGHT(map2);
2088 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2089 *dx = -MAP_WIDTH(map1->tile_map[3]);
2090 *dy = MAP_HEIGHT(map1->tile_map[3]);
2091
2092 } else { /* not "adjacent" enough */
2093 return 0;
2094 } 1438 }
2095 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1440 { /* up right */
1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1443 }
1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1445 { /* up left */
1446 *dx = -map2->width;
1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1448 }
1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1450 { /* right up */
1451 *dx = +map1->width;
1452 *dy = -map2->height;
1453 }
1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1455 { /* right down */
1456 *dx = +map1->width;
1457 *dy = +map1->tile_map[TILE_EAST]->height;
1458 }
1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1460 { /* down right */
1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1462 *dy = +map1->height;
1463 }
1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1465 { /* down left */
1466 *dx = -map2->width;
1467 *dy = +map1->height;
1468 }
1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1470 { /* left up */
1471 *dx = -map1->tile_map[TILE_WEST]->width;
1472 *dy = -map2->height;
1473 }
1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1475 { /* left down */
1476 *dx = -map1->tile_map[TILE_WEST]->width;
1477 *dy = +map1->tile_map[TILE_WEST]->height;
1478 }
1479 else
2096 return 1; 1480 return 0;
1481
1482 return 1;
1483}
1484
1485maptile *
1486maptile::xy_load (sint16 &x, sint16 &y)
1487{
1488 maptile *map = xy_find (x, y);
1489
1490 if (map)
1491 map->load_sync ();
1492
1493 return map;
1494}
1495
1496maptile *
1497get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1498{
1499 return m->xy_load (*x, *y);
2097} 1500}
2098 1501
2099/* From map.c 1502/* From map.c
2100 * This is used by get_player to determine where the other 1503 * This is used by get_player to determine where the other
2101 * creature is. get_rangevector takes into account map tiling, 1504 * creature is. get_rangevector takes into account map tiling,
2102 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
2103 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
2104 * can be negativbe. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
2105 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
2106 * monster that is closest. 1509 * monster that is closest.
2107 * 1510 *
2108 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
2109 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
2110 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
2111 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
2112 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
2114 * be unexpected 1517 * be unexpected
2115 * 1518 *
2116 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
2117 * closest body part of 'op1' 1520 * closest body part of 'op1'
2118 */ 1521 */
2119 1522void
2120void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1524{
2121 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1526 {
2122 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
2123 retval->distance = 100000; 1528 retval->distance = 10000;
2124 retval->distance_x = 32767; 1529 retval->distance_x = 10000;
2125 retval->distance_y = 32767; 1530 retval->distance_y = 10000;
2126 retval->direction = 0; 1531 retval->direction = 0;
2127 retval->part = 0; 1532 retval->part = 0;
2128 } else { 1533 }
2129 object *best; 1534 else
2130 1535 {
2131 retval->distance_x += op2->x-op1->x; 1536 retval->distance_x += op2->x - op1->x;
2132 retval->distance_y += op2->y-op1->y; 1537 retval->distance_y += op2->y - op1->y;
2133 1538
2134 best = op1; 1539 object *best = op1;
1540
2135 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2136 if (!(flags&0x1) && op1->more) { 1542 if (!(flags & 1) && op1->more)
2137 object *tmp; 1543 {
2138 int best_distance = retval->distance_x*retval->distance_x+ 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
2139 retval->distance_y*retval->distance_y, tmpi;
2140 1545
2141 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
2142 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2143 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2144 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2145 * below works. 1550 * below works.
2146 */ 1551 */
2147 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1553 {
2148 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2149 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1555
2150 if (tmpi < best_distance) { 1556 if (tmpi < best_distance)
1557 {
2151 best_distance = tmpi; 1558 best_distance = tmpi;
2152 best = tmp; 1559 best = tmp;
2153 } 1560 }
2154 } 1561 }
1562
2155 if (best != op1) { 1563 if (best != op1)
1564 {
2156 retval->distance_x += op1->x-best->x; 1565 retval->distance_x += op1->x - best->x;
2157 retval->distance_y += op1->y-best->y; 1566 retval->distance_y += op1->y - best->y;
2158 } 1567 }
2159 } 1568 }
1569
2160 retval->part = best; 1570 retval->part = best;
2161 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2162 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2163 } 1573 }
2164} 1574}
2165 1575
2166/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
2167 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
2168 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
2169 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
2170 * the path, we need this. 1580 * the path, we need this.
2171 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
2172 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
2173 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
2174 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2175 */ 1585 */
2176 1586void
2177void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1588{
2178 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1590 {
2179 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2180 retval->distance = 100000; 1592 retval->distance = 100000;
2181 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
2182 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
2183 retval->direction = 0; 1595 retval->direction = 0;
2184 retval->part = 0; 1596 retval->part = 0;
2185 } else { 1597 }
1598 else
1599 {
2186 retval->distance_x += op2->x-x; 1600 retval->distance_x += op2->x - x;
2187 retval->distance_y += op2->y-y; 1601 retval->distance_y += op2->y - y;
2188 1602
2189 retval->part = NULL; 1603 retval->part = 0;
2190 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2191 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2192 } 1606 }
2193} 1607}
2194 1608
2195/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
2196 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
2197 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1611 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2198 * to op1, this will still return false. 1612 * to op1, this will still return false.
2199 * Note we only look one map out to keep the processing simple 1613 * Note we only look one map out to keep the processing simple
2200 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2201 * MSW 2001-08-05 1615 * MSW 2001-08-05
2202 */ 1616 */
1617int
2203int on_same_map(const object *op1, const object *op2) { 1618on_same_map (const object *op1, const object *op2)
1619{
2204 int dx, dy; 1620 int dx, dy;
2205 1621
2206 return adjacent_map(op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2207} 1623}
1624
1625//-GPL
1626
1627object *
1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1629{
1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1631}
1632
1633region *
1634maptile::region (int x, int y) const
1635{
1636 if (regions
1637 && regionmap
1638 && !OUT_OF_REAL_MAP (this, x, y))
1639 if (struct region *reg = regionmap [regions [y * width + x]])
1640 return reg;
1641
1642 if (default_region)
1643 return default_region;
1644
1645 return ::region::default_region ();
1646}
1647
1648//+GPL
1649
1650/* picks a random object from a style map.
1651 */
1652object *
1653maptile::pick_random_object (rand_gen &gen) const
1654{
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672}
1673
1674//-GPL
1675
1676void
1677maptile::play_sound (faceidx sound, int x, int y) const
1678{
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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