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Comparing deliantra/server/common/map.C (file contents):
Revision 1.40 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 26#include <unistd.h>
30 27
28#include "global.h"
31#include "path.h" 29#include "path.h"
32 30
31//+GPL
33 32
34/* 33sint8 maptile::outdoor_darkness;
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232}
233 34
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
237 * 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 * 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
241 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
243 */ 44 */
244int 45int
245get_map_flags (maptile *oldmap, maptile **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; 48 sint16 newx = x;
248 int retval = 0; 49 sint16 newy = y;
249 maptile *mp;
250 50
251 if (out_of_map (oldmap, x, y)) 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
252 return P_OUT_OF_MAP; 54 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 55
265 retval |= mp->spaces[newx + mp->width * newy].flags; 56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
266 59
267 return retval; 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 61}
269 62
270/* 63/*
271 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
273 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
274 * 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
275 * to block it from moving there. 68 * to block it from moving there.
276 * 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
277 * monster. 70 * monster.
280 * by the caller. 73 * by the caller.
281 */ 74 */
282int 75int
283blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
284{ 77{
285 object *tmp;
286 int mflags, blocked;
287
288 /* 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
289 * have already checked this. 79 * have already checked this.
290 */ 80 */
291 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
292 { 82 {
293 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");
294 return 1; 84 return 1;
295 } 85 }
296 86
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
298 * directly.
299 */
300 mflags = m->spaces[sx + m->width * sy].flags;
301 88
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
303 91
304 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
306 * things we need to do for players. 94 * things we need to do for players.
307 */ 95 */
308 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
309 return 0; 97 return 0;
310 98
311 /* 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
312 * 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
313 * 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
314 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
315 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
316 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
317 */ 105 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 107 return 0;
320 108
321 if (ob->head != NULL)
322 ob = ob->head; 109 ob = ob->head_ ();
323 110
324 /* 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
325 * 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
326 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
328 */ 115 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
330 { 117 {
331 118 if (OB_MOVE_BLOCK (ob, tmp))
332 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 119 {
335 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
336 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
337 * pass through this space. 122 return 1;
338 */ 123 else
339 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
340 { 127 {
341 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
342 return 1; 132 return 1;
343 else 133 }
344 continue; 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;
345 } 143 }
346 else 144 else
347 { 145 return 1; // unconditional block
348 /* In this case, the player must not have the object - 146
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else 147 } else {
358 { 148 // space does not block the ob, directly, but
359 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
360 * this more readable. first check - if the space blocks 150 // blocks anything
361 * movement, can't move here. 151
362 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
363 * hidden dm 153 && tmp->type != DOOR
364 */ 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
365 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369 return 1; 155 return 1;
370 } 156 }
371
372 } 157 }
158
373 return 0; 159 return 0;
374} 160}
375 161
376
377/* 162/*
378 * 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
379 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
383 * 168 *
384 * 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.
385 * 170 *
386 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
398 * 183 *
399 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
400 * 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
401 * against the move_block values. 186 * against the move_block values.
402 */ 187 */
403 188bool
404int 189object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 190{
407 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
421 194
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 195 if (!pos.normalise ())
423 { 196 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 197
426 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 199
428 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 201 return 1;
430 202
431 /* find_first_free_spot() calls this function. However, often 203 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 204 * (signifying non-moving objects)
433 * 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.
434 */ 206 */
435 207 if (!move_type && ms.move_block != MOVE_ALL)
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue; 208 continue;
438 209
439 /* 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
440 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
441 */ 212 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 213 if (ms.blocks (move_type))
443 return AB_NO_PASS; 214 return 1;
444
445 } 215 }
216
446 return 0; 217 return 0;
447} 218}
448 219
449/* When the map is loaded, load_object does not actually insert objects 220//-GPL
450 * into inventory, but just links them. What this does is go through
451 * and insert them properly.
452 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight.
454 */
455 221
456void 222void
457fix_container (object *container) 223maptile::set_object_flag (int flag, int value)
458{ 224{
459 object *tmp = container->inv, *next; 225 if (!spaces)
226 return;
460 227
461 container->inv = NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
462 while (tmp != NULL) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
463 { 230 tmp->flag [flag] = value;
464 next = tmp->below;
465 if (tmp->inv)
466 fix_container (tmp);
467 (void) insert_ob_in_ob (tmp, container);
468 tmp = next;
469 }
470 /* sum_weight will go through and calculate what all the containers are
471 * carrying.
472 */
473 sum_weight (container);
474} 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
475 260
476/* 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
477 * 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
478 * 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
479 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 265 */
482 266void
483static void 267maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 268{
486 int x, y; 269 if (!spaces)
487 object *tmp, *op, *last, *above; 270 return;
488 archetype *at;
489 271
490 for (x = 0; x < MAP_WIDTH (m); x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 273 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 274 object *op = ms->bot;
275 while (op)
493 { 276 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 279 {
505 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
506 282
507 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 287
512 last->more = op; 288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 289 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 290 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 291 else
521 } /* for at = tmp->arch->more */ 292 op = op->above;
522 } /* for objects on this space */ 293 }
294 }
523} 295}
296
297//-GPL
524 298
525/* 299/*
526 * 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
527 * file pointer. 301 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 302 */
530void 303bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 304maptile::_load_objects (object_thawer &f)
532{ 305{
533 int i, j; 306 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 307 {
542 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 309
544 * or editor will not be able to do anything with it either. 310 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 311 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 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 }
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
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
549 continue; 347 continue;
348
349 case KW_EOF:
350 return true;
351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
355 break;
550 } 356 }
551 357
358 f.next ();
359 }
552 360
553 switch (i) 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)
554 { 408 {
555 case LL_NORMAL: 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
556 /* if we are loading an overlay, put the floors on the bottom */ 410
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 411 if (ecb_expect_false (!op->can_map_save ()))
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); 412 continue;
413
414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
559 else 415 {
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 if (flags & IO_UNIQUES)
561 417 op->write (f);
562 if (op->inv) 418 }
563 sum_weight (op); 419 else if (ecb_expect_true (flags & IO_OBJECTS))
564 420 op->write (f);
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
570 op->head = prev, last_more->more = op, last_more = op;
571 break;
572 } 421 }
573
574 if (mapflags & MAP_STYLE)
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 422 }
583 for (j = 0; j < m->height; j++)
584 {
585 unique = 0;
586 /* check for unique items, or unique squares */
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
588 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
590 unique = 1;
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 }
594 }
595 }
596 423
597 op->destroy (); 424 coroapi::cede_to_tick ();
598 link_multipart_objects (m);
599}
600 425
601/* This saves all the objects on the map in a non destructive fashion. 426 return true;
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 427}
603 * and we only save the head of multi part objects - this is needed 428
604 * in order to do map tiling properly. 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.
605 */ 447 */
606void 448 width = 16;
607save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 449 height = 16;
608{ 450 timeout = 300;
609 int i, j = 0, unique = 0; 451 max_items = MAX_ITEM_PER_ACTION;
610 object *op; 452 max_volume = 2000000; // 2m³
611 453 reset_timeout = 0;
612 /* first pass - save one-part objects */ 454 enter_x = 0;
613 for (i = 0; i < MAP_WIDTH (m); i++) 455 enter_y = 0;
614 for (j = 0; j < MAP_HEIGHT (m); j++)
615 {
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621
622 if (op->type == PLAYER)
623 {
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627
628 if (op->head || op->owner)
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638} 456}
639 457
640maptile::maptile () 458maptile::maptile ()
641{ 459{
642 in_memory = MAP_SWAPPED; 460 init ();
643 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour.
645 */
646 MAP_WIDTH (this) = 16;
647 MAP_HEIGHT (this) = 16;
648 MAP_RESET_TIMEOUT (this) = 0;
649 MAP_TIMEOUT (this) = 300;
650 MAP_ENTER_X (this) = 0;
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655} 461}
656 462
657/* 463maptile::maptile (int w, int h)
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662maptile *
663get_linked_map (void)
664{ 464{
665 maptile *mp, *map = new maptile; 465 init ();
666 466
667 for (mp = first_map; mp && mp->next; mp = mp->next); 467 width = w;
468 height = h;
668 469
669 if (mp == NULL) 470 alloc ();
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675} 471}
676 472
677/* 473/*
678 * Allocates the arrays contained in a maptile. 474 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
680 * map. 476 * map.
681 */ 477 */
682void 478void
683maptile::allocate () 479maptile::alloc ()
684{ 480{
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces) 481 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702}
703
704/* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707maptile *
708get_empty_map (int sizex, int sizey)
709{
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m; 482 return;
718}
719 483
484 spaces = salloc0<mapspace> (size ());
485}
486
487//+GPL
488
720/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date. 491 * at a later date.
723 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
724 */ 493 */
725
726static shopitems * 494static shopitems *
727parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
728{ 496{
729 char *shop_string, *p, *q, *next_semicolon, *next_colon; 497 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL; 498 shopitems *items = NULL;
731 int i = 0, number_of_entries = 0; 499 int i = 0, number_of_entries = 0;
732 const typedata *current_type; 500 const typedata *current_type;
733 501
734 shop_string = strdup_local (input_string); 502 shop_string = strdup (input_string);
735 p = shop_string; 503 p = shop_string;
736 /* first we'll count the entries, we'll need that for allocating the array shortly */ 504 /* first we'll count the entries, we'll need that for allocating the array shortly */
737 while (p) 505 while (p)
738 { 506 {
739 p = strchr (p, ';'); 507 p = strchr (p, ';');
740 number_of_entries++; 508 number_of_entries++;
741 if (p) 509 if (p)
742 p++; 510 p++;
743 } 511 }
512
744 p = shop_string; 513 p = shop_string;
745 strip_endline (p); 514 strip_endline (p);
746 items = new shopitems[number_of_entries + 1]; 515 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++) 516 for (i = 0; i < number_of_entries; i++)
748 { 517 {
749 if (!p) 518 if (!p)
750 { 519 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 520 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break; 521 break;
753 } 522 }
523
754 next_semicolon = strchr (p, ';'); 524 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':'); 525 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 526 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 527 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1); 528 items[i].strength = atoi (strchr (p, ':') + 1);
774 *q = '\0'; 544 *q = '\0';
775 545
776 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
777 if (current_type) 547 if (current_type)
778 { 548 {
779 items[i].name = current_type->name; 549 items[i].name = current_type->name;
780 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
781 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
782 } 552 }
783 else 553 else
784 { /* 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
785 * 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
786 */ 556 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 } 558 }
789 } 559 }
560
790 items[i].index = number_of_entries; 561 items[i].index = number_of_entries;
791 if (next_semicolon) 562 if (next_semicolon)
792 p = ++next_semicolon; 563 p = ++next_semicolon;
793 else 564 else
794 p = NULL; 565 p = NULL;
795 } 566 }
567
796 free (shop_string); 568 free (shop_string);
797 return items; 569 return items;
798} 570}
799 571
800/* 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
801 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
802static void 574static const char *
803print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
804{ 576{
805 int i; 577 static dynbuf_text buf; buf.clear ();
806 char tmp[MAX_BUF]; 578 bool first = true;
807 579
808 strcpy (output_string, "");
809 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
810 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
811 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
812 { 588 {
813 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
814 {
815 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);
816 }
817 else 591 else
818 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
819 } 593 }
820 else 594 else
821 { 595 {
822 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
825 }
826 else 598 else
827 sprintf (tmp, "*"); 599 buf.printf ("*");
828 } 600 }
829 strcat (output_string, tmp);
830 } 601 }
602
603 return buf;
831} 604}
605
606//-GPL
832 607
833/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
834 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
835 * 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
836 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
838 * 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
839 * sense. 614 * sense.
840 * 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
841 * 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.
842 * MSW 2001-07-01 617 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */ 618 */
845 619bool
846static int 620maptile::_load_header (object_thawer &thawer)
847load_map_header (object_thawer & fp, maptile *m)
848{ 621{
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 622 for (;;)
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 { 623 {
855 buf[HUGE_BUF - 1] = 0; 624 switch (thawer.kw)
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 { 625 {
868 if ((end = strchr (key, '\n'))) 626 case KW_msg:
869 *end = 0; 627 thawer.get_ml (KW_endmsg, msg);
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 ();
690 return true;
691
692 default:
693 if (!thawer.parse_error ("map"))
694 return false;
695 break;
870 } 696 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876 697
877 while (isspace (*value)) 698 thawer.next ();
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup_local (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup_local (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup_local (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 {
973 fp.get (m, atoi (value));
974 }
975 else if (!strcmp (key, "attach"))
976 {
977 m->attach = value;
978 }
979 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980 {
981 m->enter_x = atoi (value);
982 }
983 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984 {
985 m->enter_y = atoi (value);
986 }
987 else if (!strcmp (key, "x") || !strcmp (key, "width"))
988 {
989 m->width = atoi (value);
990 }
991 else if (!strcmp (key, "y") || !strcmp (key, "height"))
992 {
993 m->height = atoi (value);
994 }
995 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996 {
997 m->reset_timeout = atoi (value);
998 }
999 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000 {
1001 m->timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004 {
1005 m->difficulty = atoi (value);
1006 }
1007 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008 {
1009 m->darkness = atoi (value);
1010 }
1011 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012 {
1013 m->fixed_resettime = atoi (value);
1014 }
1015 else if (!strcmp (key, "unique"))
1016 {
1017 m->unique = atoi (value);
1018 }
1019 else if (!strcmp (key, "template"))
1020 {
1021 m->templatemap = atoi (value);
1022 }
1023 else if (!strcmp (key, "region"))
1024 {
1025 m->region = get_region_by_name (value);
1026 }
1027 else if (!strcmp (key, "shopitems"))
1028 {
1029 *end = 0;
1030 m->shopitems = parse_shop_string (value);
1031 }
1032 else if (!strcmp (key, "shopgreed"))
1033 {
1034 m->shopgreed = atof (value);
1035 }
1036 else if (!strcmp (key, "shopmin"))
1037 {
1038 m->shopmin = atol (value);
1039 }
1040 else if (!strcmp (key, "shopmax"))
1041 {
1042 m->shopmax = atol (value);
1043 }
1044 else if (!strcmp (key, "shoprace"))
1045 {
1046 *end = 0;
1047 m->shoprace = strdup_local (value);
1048 }
1049 else if (!strcmp (key, "outdoor"))
1050 {
1051 m->outdoor = atoi (value);
1052 }
1053 else if (!strcmp (key, "temp"))
1054 {
1055 m->temp = atoi (value);
1056 }
1057 else if (!strcmp (key, "pressure"))
1058 {
1059 m->pressure = atoi (value);
1060 }
1061 else if (!strcmp (key, "humid"))
1062 {
1063 m->humid = atoi (value);
1064 }
1065 else if (!strcmp (key, "windspeed"))
1066 {
1067 m->windspeed = atoi (value);
1068 }
1069 else if (!strcmp (key, "winddir"))
1070 {
1071 m->winddir = atoi (value);
1072 }
1073 else if (!strcmp (key, "sky"))
1074 {
1075 m->sky = atoi (value);
1076 }
1077 else if (!strcmp (key, "nosmooth"))
1078 {
1079 m->nosmooth = atoi (value);
1080 }
1081 else if (!strncmp (key, "tile_path_", 10))
1082 {
1083 int tile = atoi (key + 10);
1084
1085 if (tile < 1 || tile > 4)
1086 {
1087 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088 }
1089 else
1090 {
1091 char *path;
1092
1093 *end = 0;
1094
1095 if (m->tile_path[tile - 1])
1096 {
1097 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098 free (m->tile_path[tile - 1]);
1099 m->tile_path[tile - 1] = NULL;
1100 }
1101
1102 if (check_path (value, 1) != -1)
1103 {
1104 /* The unadorned path works. */
1105 path = value;
1106 }
1107 else
1108 {
1109 /* Try again; it could be a relative exit. */
1110
1111 path = path_combine_and_normalize (m->path, value);
1112
1113 if (check_path (path, 1) == -1)
1114 {
1115 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116 path = NULL;
1117 }
1118 }
1119
1120 if (editor)
1121 {
1122 /* Use the value as in the file. */
1123 m->tile_path[tile - 1] = strdup_local (value);
1124 }
1125 else if (path != NULL)
1126 {
1127 /* Use the normalized value. */
1128 m->tile_path[tile - 1] = strdup_local (path);
1129 }
1130 } /* end if tile direction (in)valid */
1131 }
1132 else
1133 {
1134 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 }
1136 }
1137 if (!key || strcmp (key, "end"))
1138 { 699 }
1139 LOG (llevError, "Got premature eof on map header!\n");
1140 return 1;
1141 }
1142 return 0;
1143}
1144 700
1145/* 701 abort ();
1146 * Opens the file "filename" and reads information about the map
1147 * from the given file, and stores it in a newly allocated
1148 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 * flags correspond to those in map.h. Main ones used are
1150 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151 * MAP_BLOCK, in which case we block on this load. This happens in all
1152 * cases, no matter if this flag is set or not.
1153 * MAP_STYLE: style map - don't add active objects, don't add to server
1154 * managed map list.
1155 */
1156
1157maptile *
1158load_original_map (const char *filename, int flags)
1159{
1160 maptile *m;
1161 char pathname[MAX_BUF];
1162
1163 if (flags & MAP_PLAYER_UNIQUE)
1164 strcpy (pathname, filename);
1165 else if (flags & MAP_OVERLAY)
1166 strcpy (pathname, create_overlay_pathname (filename));
1167 else
1168 strcpy (pathname, create_pathname (filename));
1169
1170 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171
1172 object_thawer thawer (pathname);
1173
1174 if (!thawer)
1175 return 0;
1176
1177 m = get_linked_map ();
1178
1179 strcpy (m->path, filename);
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183 delete_map (m);
1184 return NULL;
1185 }
1186
1187 m->allocate ();
1188
1189 m->in_memory = MAP_LOADING;
1190 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191
1192 m->in_memory = MAP_IN_MEMORY;
1193 if (!MAP_DIFFICULTY (m))
1194 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195 set_map_reset_time (m);
1196 m->instantiate ();
1197 return (m);
1198} 702}
1199 703
1200/* 704//+GPL
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206static maptile *
1207load_temporary_map (maptile *m)
1208{
1209 char buf[MAX_BUF];
1210
1211 if (!m->tmpname)
1212 {
1213 LOG (llevError, "No temporary filename for map %s\n", m->path);
1214 strcpy (buf, m->path);
1215 delete_map (m);
1216 m = load_original_map (buf, 0);
1217 if (m == NULL)
1218 return NULL;
1219 fix_auto_apply (m); /* Chests which open as default */
1220 return m;
1221 }
1222
1223 object_thawer thawer (m->tmpname);
1224
1225 if (!thawer)
1226 {
1227 strcpy (buf, m->path);
1228 delete_map (m);
1229 m = load_original_map (buf, 0);
1230 if (!m)
1231 return NULL;
1232 fix_auto_apply (m); /* Chests which open as default */
1233 return m;
1234 }
1235
1236 if (load_map_header (thawer, m))
1237 {
1238 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239 delete_map (m);
1240 m = load_original_map (m->path, 0);
1241 return NULL;
1242 }
1243
1244 m->allocate ();
1245
1246 m->in_memory = MAP_LOADING;
1247 load_objects (m, thawer, 0);
1248
1249 m->in_memory = MAP_IN_MEMORY;
1250 INVOKE_MAP (SWAPIN, m);
1251 return m;
1252}
1253
1254/*
1255 * Loads a map, which has been loaded earlier, from file.
1256 * Return the map object we load into (this can change from the passed
1257 * option if we can't find the original map)
1258 */
1259
1260maptile *
1261load_overlay_map (const char *filename, maptile *m)
1262{
1263 char pathname[MAX_BUF];
1264
1265 strcpy (pathname, create_overlay_pathname (filename));
1266
1267 object_thawer thawer (pathname);
1268
1269 if (!thawer)
1270 return m;
1271
1272 if (load_map_header (thawer, m))
1273 {
1274 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1275 delete_map (m);
1276 m = load_original_map (m->path, 0);
1277 return NULL;
1278 }
1279 /*m->allocate ();*/
1280
1281 m->in_memory = MAP_LOADING;
1282 load_objects (m, thawer, MAP_OVERLAY);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285 return m;
1286}
1287 705
1288/****************************************************************************** 706/******************************************************************************
1289 * This is the start of unique map handling code 707 * This is the start of unique map handling code
1290 *****************************************************************************/ 708 *****************************************************************************/
1291 709
1292/* 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. */
1293static void 711void
1294delete_unique_items (maptile *m) 712maptile::clear_unique_items ()
1295{ 713{
1296 int i, j, unique; 714 for (int i = 0; i < size (); ++i)
1297 object *op, *next;
1298
1299 for (i = 0; i < MAP_WIDTH (m); i++)
1300 for (j = 0; j < MAP_HEIGHT (m); j++)
1301 { 715 {
1302 unique = 0; 716 int unique = 0;
717 for (object *op = spaces [i].bot; op; )
718 {
719 object *above = op->above;
1303 720
1304 for (op = get_map_ob (m, i, j); op; op = next) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
722 unique = 1;
723
724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
725 op->destroy ();
726
727 op = above;
728 }
729 }
730}
731
732//-GPL
733
734bool
735maptile::_save_header (object_freezer &freezer)
736{
737#define MAP_OUT(k) freezer.put (KW(k), k)
738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
739
740 MAP_OUT2 (arch, CS(map));
741
742 if (name) MAP_OUT (name);
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);
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{
787 object_freezer freezer;
788
789 if (!_save_header (freezer))
790 return false;
791
792 return freezer.save (path);
793}
794
795//+GPL
796
797/*
798 * Remove and free all objects in the given map.
799 */
800void
801maptile::clear ()
802{
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
1305 { 807 {
808 // manually remove, as to not trigger anything
1306 next = op->above; 809 if (ms->bot = op->above)
810 ms->bot->below = 0;
1307 811
1308 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 812 op->flag [FLAG_REMOVED] = true;
1309 unique = 1;
1310 813
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 814 object *head = op->head_ ();
815 if (op == head)
816 op->destroy ();
817 else if (head->map != op->map)
1312 { 818 {
1313 clean_object (op); 819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1314
1315 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1316 remove_button_link (op);
1317
1318 op->destroy (); 820 head->destroy ();
1319 } 821 }
1320 } 822 }
823
824 sfree0 (spaces, size ());
1321 } 825 }
1322}
1323 826
1324
1325/*
1326 * Loads unique objects from file(s) into the map which is in memory
1327 * m is the map to load unique items into.
1328 */
1329static void
1330load_unique_objects (maptile *m)
1331{
1332 int count;
1333 char firstname[MAX_BUF];
1334
1335 for (count = 0; count < 10; count++)
1336 {
1337 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1338 if (!access (firstname, R_OK))
1339 break;
1340 }
1341 /* If we get here, we did not find any map */
1342 if (count == 10)
1343 return;
1344
1345 object_thawer thawer (firstname);
1346
1347 if (!thawer)
1348 return;
1349
1350 m->in_memory = MAP_LOADING;
1351 if (m->tmpname == NULL) /* if we have loaded unique items from */
1352 delete_unique_items (m); /* original map before, don't duplicate them */
1353 load_objects (m, thawer, 0);
1354
1355 m->in_memory = MAP_IN_MEMORY;
1356}
1357
1358
1359/*
1360 * Saves a map to file. If flag is set, it is saved into the same
1361 * file it was (originally) loaded from. Otherwise a temporary
1362 * filename will be genarated, and the file will be stored there.
1363 * The temporary filename will be stored in the maptileure.
1364 * If the map is unique, we also save to the filename in the map
1365 * (this should have been updated when first loaded)
1366 */
1367
1368int
1369new_save_map (maptile *m, int flag)
1370{
1371 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1372 int i;
1373
1374 if (flag && !*m->path)
1375 {
1376 LOG (llevError, "Tried to save map without path.\n");
1377 return -1;
1378 }
1379
1380 if (flag || (m->unique) || (m->templatemap))
1381 {
1382 if (!m->unique && !m->templatemap)
1383 { /* flag is set */
1384 if (flag == 2)
1385 strcpy (filename, create_overlay_pathname (m->path));
1386 else
1387 strcpy (filename, create_pathname (m->path));
1388 }
1389 else
1390 strcpy (filename, m->path);
1391
1392 make_path_to_file (filename);
1393 }
1394 else
1395 {
1396 if (!m->tmpname)
1397 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1398
1399 strcpy (filename, m->tmpname);
1400 }
1401
1402 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1403 m->in_memory = MAP_SAVING;
1404
1405 object_freezer freezer;
1406
1407 /* legacy */
1408 fprintf (freezer, "arch map\n");
1409 if (m->name)
1410 fprintf (freezer, "name %s\n", m->name);
1411 if (!flag)
1412 fprintf (freezer, "swap_time %d\n", m->swap_time);
1413 if (m->reset_timeout)
1414 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1415 if (m->fixed_resettime)
1416 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1417 /* we unfortunately have no idea if this is a value the creator set
1418 * or a difficulty value we generated when the map was first loaded
1419 */
1420 if (m->difficulty)
1421 fprintf (freezer, "difficulty %d\n", m->difficulty);
1422 if (m->region)
1423 fprintf (freezer, "region %s\n", m->region->name);
1424 if (m->shopitems)
1425 {
1426 print_shop_string (m, shop);
1427 fprintf (freezer, "shopitems %s\n", shop);
1428 }
1429 if (m->shopgreed)
1430 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435 if (m->shoprace)
1436 fprintf (freezer, "shoprace %s\n", m->shoprace);
1437 if (m->darkness)
1438 fprintf (freezer, "darkness %d\n", m->darkness);
1439 if (m->width)
1440 fprintf (freezer, "width %d\n", m->width);
1441 if (m->height)
1442 fprintf (freezer, "height %d\n", m->height);
1443 if (m->enter_x)
1444 fprintf (freezer, "enter_x %d\n", m->enter_x);
1445 if (m->enter_y)
1446 fprintf (freezer, "enter_y %d\n", m->enter_y);
1447 if (m->msg)
1448 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1449 if (m->maplore)
1450 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1451 if (m->unique)
1452 fprintf (freezer, "unique %d\n", m->unique);
1453 if (m->templatemap)
1454 fprintf (freezer, "template %d\n", m->templatemap);
1455 if (m->outdoor)
1456 fprintf (freezer, "outdoor %d\n", m->outdoor);
1457 if (m->temp)
1458 fprintf (freezer, "temp %d\n", m->temp);
1459 if (m->pressure)
1460 fprintf (freezer, "pressure %d\n", m->pressure);
1461 if (m->humid)
1462 fprintf (freezer, "humid %d\n", m->humid);
1463 if (m->windspeed)
1464 fprintf (freezer, "windspeed %d\n", m->windspeed);
1465 if (m->winddir)
1466 fprintf (freezer, "winddir %d\n", m->winddir);
1467 if (m->sky)
1468 fprintf (freezer, "sky %d\n", m->sky);
1469 if (m->nosmooth)
1470 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1471
1472 /* Save any tiling information, except on overlays */
1473 if (flag != 2)
1474 for (i = 0; i < 4; i++)
1475 if (m->tile_path[i])
1476 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1477
1478 freezer.put (m);
1479 fprintf (freezer, "end\n");
1480
1481 /* In the game save unique items in the different file, but
1482 * in the editor save them to the normal map file.
1483 * If unique map, save files in the proper destination (set by
1484 * player)
1485 */
1486 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1487 {
1488 object_freezer unique;
1489
1490 if (flag == 2)
1491 save_objects (m, freezer, unique, 2);
1492 else
1493 save_objects (m, freezer, unique, 0);
1494
1495 sprintf (buf, "%s.v00", create_items_path (m->path));
1496
1497 unique.save (buf);
1498 }
1499 else
1500 { /* save same file when not playing, like in editor */
1501 save_objects (m, freezer, freezer, 0);
1502 }
1503
1504 freezer.save (filename);
1505
1506 return 0;
1507}
1508
1509
1510/*
1511 * Remove and free all objects in the inventory of the given object.
1512 * object.c ?
1513 */
1514
1515void
1516clean_object (object *op)
1517{
1518 object *tmp, *next;
1519
1520 for (tmp = op->inv; tmp; tmp = next)
1521 {
1522 next = tmp->below;
1523
1524 clean_object (tmp);
1525 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1526 remove_button_link (tmp);
1527
1528 tmp->destroy ();
1529 }
1530}
1531
1532/*
1533 * Remove and free all objects in the given map.
1534 */
1535
1536void
1537free_all_objects (maptile *m)
1538{
1539 int i, j;
1540 object *op;
1541
1542 for (i = 0; i < MAP_WIDTH (m); i++)
1543 for (j = 0; j < MAP_HEIGHT (m); j++)
1544 {
1545 object *previous_obj = NULL;
1546
1547 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1548 {
1549 if (op == previous_obj)
1550 {
1551 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1552 break;
1553 }
1554
1555 previous_obj = op;
1556
1557 if (op->head != NULL)
1558 op = op->head;
1559
1560 /* If the map isn't in memory, free_object will remove and
1561 * free objects in op's inventory. So let it do the job.
1562 */
1563 if (m->in_memory == MAP_IN_MEMORY)
1564 clean_object (op);
1565
1566 op->destroy ();
1567 }
1568 }
1569}
1570
1571/*
1572 * Frees everything allocated by the given maptileure.
1573 * don't free tmpname - our caller is left to do that
1574 */
1575
1576void
1577free_map (maptile *m, int flag)
1578{
1579 int i;
1580
1581 if (!m->in_memory)
1582 {
1583 LOG (llevError, "Trying to free freed map.\n");
1584 return;
1585 }
1586 if (flag && m->spaces)
1587 free_all_objects (m);
1588 if (m->name)
1589 FREE_AND_CLEAR (m->name);
1590 if (m->spaces)
1591 FREE_AND_CLEAR (m->spaces);
1592 if (m->msg)
1593 FREE_AND_CLEAR (m->msg);
1594 if (m->maplore)
1595 FREE_AND_CLEAR (m->maplore);
1596 if (m->shopitems)
1597 delete[]m->shopitems;
1598 m->shopitems = 0;
1599 if (m->shoprace)
1600 FREE_AND_CLEAR (m->shoprace);
1601 if (m->buttons) 827 if (buttons)
1602 free_objectlinkpt (m->buttons); 828 free_objectlinkpt (buttons), buttons = 0;
1603 m->buttons = NULL;
1604 for (i = 0; i < 4; i++)
1605 {
1606 if (m->tile_path[i])
1607 FREE_AND_CLEAR (m->tile_path[i]);
1608 m->tile_map[i] = NULL;
1609 }
1610 m->in_memory = MAP_SWAPPED;
1611}
1612 829
1613/* 830 sfree0 (regions, size ());
1614 * function: vanish maptile 831 delete [] regionmap; regionmap = 0;
1615 * m : pointer to maptile, if NULL no action 832}
1616 * this deletes all the data on the map (freeing pointers)
1617 * and then removes this map from the global linked list of maps.
1618 */
1619 833
1620void 834void
1621delete_map (maptile *m) 835maptile::clear_header ()
1622{ 836{
1623 maptile *tmp, *last; 837 name = 0;
1624 int i; 838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
1625 842
1626 if (!m) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
1627 return; 844 tile_path [i] = 0;
845}
1628 846
1629 m->clear (); 847maptile::~maptile ()
848{
849 assert (destroyed ());
850}
1630 851
1631 if (m->in_memory == MAP_IN_MEMORY) 852void
1632 { 853maptile::clear_links_to (maptile *m)
1633 /* change to MAP_SAVING, even though we are not, 854{
1634 * so that remove_ob doesn't do as much work.
1635 */
1636 m->in_memory = MAP_SAVING;
1637 free_map (m, 1);
1638 }
1639 /* move this out of free_map, since tmpname can still be needed if
1640 * the map is swapped out.
1641 */
1642 if (m->tmpname)
1643 {
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 }
1647 last = NULL;
1648 /* 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
1649 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
1650 * 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
1651 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
1652 */ 859 */
1653 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
1654 {
1655 if (tmp->next == m)
1656 last = tmp;
1657
1658 /* This should hopefully get unrolled on a decent compiler */
1659 for (i = 0; i < 4; i++)
1660 if (tmp->tile_map[i] == m) 861 if (tile_map[i] == m)
1661 tmp->tile_map[i] = NULL; 862 tile_map[i] = 0;
1662 } 863}
1663 864
1664 /* If last is null, then this should be the first map in the list */ 865void
866maptile::do_destroy ()
867{
868 attachable::do_destroy ();
869
870 clear ();
871}
872
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{
1665 if (!last) 878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1666 { 883 {
1667 if (m == first_map) 884 above = op->above;
1668 first_map = m->next; 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 }
1669 else 917 else
1670 /* m->path is a static char, so should hopefully still have
1671 * some useful data in it.
1672 */
1673 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1674 }
1675 else
1676 last->next = m->next;
1677
1678 delete m;
1679}
1680
1681
1682
1683/*
1684 * Makes sure the given map is loaded and swapped in.
1685 * name is path name of the map.
1686 * flags meaning:
1687 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1688 * and don't do unique items or the like.
1689 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1690 * dont do any more name translation on it.
1691 *
1692 * Returns a pointer to the given map.
1693 */
1694
1695maptile *
1696ready_map_name (const char *name, int flags)
1697{
1698 maptile *m;
1699
1700 if (!name)
1701 return (NULL);
1702
1703 /* Have we been at this level before? */
1704 m = has_been_loaded (name);
1705
1706 /* Map is good to go, so just return it */
1707 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1708 {
1709 return m;
1710 }
1711
1712 /* unique maps always get loaded from their original location, and never
1713 * a temp location. Likewise, if map_flush is set, or we have never loaded
1714 * this map, load it now. I removed the reset checking from here -
1715 * it seems the probability of a player trying to enter a map that should
1716 * reset but hasn't yet is quite low, and removing that makes this function
1717 * a bit cleaner (and players probably shouldn't rely on exact timing for
1718 * resets in any case - if they really care, they should use the 'maps command.
1719 */
1720 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1721 {
1722
1723 /* first visit or time to reset */
1724 if (m)
1725 { 918 {
1726 clean_tmp_map (m); /* Doesn't make much difference */ 919 int mat = op->materials;
1727 delete_map (m); 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)
932 )
933 destroy = 1;
1728 } 934 }
1729 935
1730 /* create and load a map */ 936 /* adjust overall chance below */
1731 if (flags & MAP_PLAYER_UNIQUE) 937 if (destroy && rndm (0, 1))
1732 LOG (llevDebug, "Trying to load map %s.\n", name); 938 op->destroy ();
1733 else
1734 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1735
1736 //eval_pv ("$x = Event::time", 1);//D
1737 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1738 return (NULL);
1739 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1740
1741 fix_auto_apply (m); /* Chests which open as default */
1742
1743 /* If a player unique map, no extra unique object file to load.
1744 * if from the editor, likewise.
1745 */
1746 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1747 load_unique_objects (m);
1748
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1750 {
1751 m = load_overlay_map (name, m);
1752 if (m == NULL)
1753 return NULL;
1754 } 939 }
1755
1756 if (flags & MAP_PLAYER_UNIQUE)
1757 INVOKE_MAP (SWAPIN, m);
1758
1759 }
1760 else
1761 {
1762 /* If in this loop, we found a temporary map, so load it up. */
1763
1764 m = load_temporary_map (m);
1765 if (m == NULL)
1766 return NULL;
1767 load_unique_objects (m);
1768
1769 clean_tmp_map (m);
1770 m->in_memory = MAP_IN_MEMORY;
1771 /* tempnam() on sun systems (probably others) uses malloc
1772 * to allocated space for the string. Free it here.
1773 * In some cases, load_temporary_map above won't find the
1774 * temporary map, and so has reloaded a new map. If that
1775 * is the case, tmpname is now null
1776 */
1777 if (m->tmpname)
1778 free (m->tmpname);
1779 m->tmpname = NULL;
1780 /* It's going to be saved anew anyway */
1781 }
1782
1783 /* Below here is stuff common to both first time loaded maps and
1784 * temp maps.
1785 */
1786
1787 decay_objects (m); /* start the decay */
1788 /* In case other objects press some buttons down */
1789 update_buttons (m);
1790 if (m->outdoor)
1791 set_darkness_map (m);
1792 /* run the weather over this map */
1793 weather_effect (name);
1794 return m;
1795} 940}
1796
1797 941
1798/* 942/*
1799 * 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.
1800 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1801 * 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.
1802 * 946 *
1803 * 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
1804 * 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
1805 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1806 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1807 */ 951 */
1808
1809int 952int
1810calculate_difficulty (maptile *m) 953maptile::estimate_difficulty () const
1811{ 954{
1812 object *op;
1813 archetype *at;
1814 int x, y, i;
1815 long monster_cnt = 0; 955 long monster_cnt = 0;
1816 double avgexp = 0; 956 double avgexp = 0;
1817 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1818 958
1819 if (MAP_DIFFICULTY (m)) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1820 { 960 for (object *op = ms->bot; op; op = op->above)
1821 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1822 return MAP_DIFFICULTY (m);
1823 }
1824
1825 for (x = 0; x < MAP_WIDTH (m); x++)
1826 for (y = 0; y < MAP_HEIGHT (m); y++)
1827 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1828 { 961 {
1829 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1830 { 963 {
1831 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1832 monster_cnt++; 965 monster_cnt++;
1833 } 966 }
1834 967
1835 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1836 { 969 {
1837 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1838 at = type_to_archetype (GENERATE_TYPE (op));
1839 971
1840 if (at != NULL) 972 if (archetype *at = op->other_arch)
973 {
1841 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1842
1843 monster_cnt++; 975 monster_cnt++;
1844 } 976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1845 } 983 }
984 }
1846 985
1847 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1848 987
1849 for (i = 1; i <= settings.max_level; i++) 988 for (int i = 1; i <= settings.max_level; i++)
1850 {
1851 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))
1852 {
1853 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1854 return i; 990 return i;
1855 }
1856 }
1857 991
1858 return 1; 992 return 1;
1859}
1860
1861void
1862clean_tmp_map (maptile *m)
1863{
1864 if (m->tmpname == NULL)
1865 return;
1866 INVOKE_MAP (CLEAN, m);
1867 (void) unlink (m->tmpname);
1868}
1869
1870void
1871free_all_maps (void)
1872{
1873 int real_maps = 0;
1874
1875 while (first_map)
1876 {
1877 /* I think some of the callers above before it gets here set this to be
1878 * saving, but we still want to free this data
1879 */
1880 if (first_map->in_memory == MAP_SAVING)
1881 first_map->in_memory = MAP_IN_MEMORY;
1882 delete_map (first_map);
1883 real_maps++;
1884 }
1885 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1886} 993}
1887 994
1888/* change_map_light() - used to change map light level (darkness) 995/* change_map_light() - used to change map light level (darkness)
1889 * up or down. Returns true if successful. It should now be 996 * up or down. Returns true if successful. It should now be
1890 * possible to change a value by more than 1. 997 * possible to change a value by more than 1.
1891 * 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
1892 * to maps than los. 999 * to maps than los.
1893 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1894 */ 1001 */
1895
1896int 1002int
1897change_map_light (maptile *m, int change) 1003maptile::change_map_light (int change)
1898{ 1004{
1899 int new_level = m->darkness + change;
1900
1901 /* Nothing to do */ 1005 /* Nothing to do */
1902 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1006 if (!change)
1903 {
1904 return 0; 1007 return 0;
1905 }
1906 1008
1907 /* inform all players on the map */ 1009 /* inform all players on the map */
1908 if (change > 0) 1010 if (change > 0)
1909 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1910 else 1012 else
1911 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1912 1014
1913 /* Do extra checking. since m->darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1914 * we need to be extra careful about negative values.
1915 * In general, the checks below are only needed if change
1916 * is not +/-1
1917 */
1918 if (new_level < 0)
1919 m->darkness = 0;
1920 else if (new_level >= MAX_DARKNESS)
1921 m->darkness = MAX_DARKNESS;
1922 else
1923 m->darkness = new_level;
1924 1016
1925 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1926 update_all_map_los (m); 1018 update_all_map_los (this);
1019
1927 return 1; 1020 return 1;
1928} 1021}
1929 1022
1930
1931/* 1023/*
1932 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1933 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1934 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1935 * through, etc) 1027 * through, etc)
1936 */ 1028 */
1937void 1029void
1938update_position (maptile *m, int x, int y) 1030mapspace::update_ ()
1939{ 1031{
1940 object *tmp, *last = NULL; 1032 object *last = 0;
1941 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1942 New_Face *top, *floor, *middle; 1034 sint8 light = 0;
1943 object *top_obj, *floor_obj, *middle_obj;
1944 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;
1945 1040
1946 oldflags = GET_MAP_FLAGS (m, x, y); 1041 //object *middle = 0;
1947 if (!(oldflags & P_NEED_UPDATE)) 1042 //object *top = 0;
1948 { 1043 //object *floor = 0;
1949 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1044 // this seems to generate better code than using locals, above
1950 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)
1951 } 1052 {
1952 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1953 middle = blank_face;
1954 top = blank_face;
1955 floor = blank_face;
1956
1957 middle_obj = NULL;
1958 top_obj = NULL;
1959 floor_obj = NULL;
1960
1961 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1962 {
1963
1964 /* This could be made additive I guess (two lights better than
1965 * one). But if so, it shouldn't be a simple additive - 2
1966 * light bulbs do not illuminate twice as far as once since
1967 * it is a disapation factor that is squared (or is it cubed?)
1968 */
1969 if (tmp->glow_radius > light)
1970 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1971 1055
1972 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1973 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1974 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1975 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1976 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1977 * 1061 *
1978 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1979 */ 1063 */
1980 if (!tmp->invisible) 1064 if (ecb_expect_true (!tmp->invisible))
1981 { 1065 {
1982 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1983 {
1984 top = tmp->face;
1985 top_obj = tmp; 1067 top = tmp;
1986 } 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1987 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1988 { 1069 {
1989 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1990 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1991 */ 1072 */
1992 middle = blank_face; 1073 middle = 0;
1993 top = blank_face; 1074 top = 0;
1994 floor = tmp->face;
1995 floor_obj = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1996 } 1078 }
1997 /* Flag anywhere have high priority */ 1079 else
1998 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1999 { 1080 {
2000 middle = tmp->face; 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
2001 1086
2002 middle_obj = tmp; 1087 /* Flag anywhere have high priority */
1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
2003 anywhere = 1; 1089 anywhere = tmp;
2004 } 1090
2005 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
2006 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
2007 * top 1093 * top
2008 */ 1094 */
2009 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
2010 { 1096 {
2011 middle = tmp->face; 1097 middle_visibility = ::faces [tmp->face].visibility;
2012 middle_obj = tmp; 1098 middle = tmp;
1099 }
2013 } 1100 }
2014 } 1101 }
2015 if (tmp == tmp->above)
2016 {
2017 LOG (llevError, "Error in structure of map\n");
2018 exit (-1);
2019 }
2020 1102
2021 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
2022 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
2023 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
2024 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
2025 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
2026 1108
2027 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1109 allflags |= tmp->flag;
2028 flags |= P_IS_ALIVE; 1110
2029 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
2030 flags |= P_NO_MAGIC;
2031 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2032 flags |= P_NO_CLERIC;
2033 if (tmp->type == SAFE_GROUND) 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2034 flags |= P_SAFE;
2035
2036 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2037 flags |= P_BLOCKSVIEW;
2038 } /* for stack of objects */
2039
2040 /* we don't want to rely on this function to have accurate flags, but
2041 * since we're already doing the work, we calculate them here.
2042 * if they don't match, logic is broken someplace.
2043 */
2044 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2045 { 1113 }
2046 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1114
2047 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1115 // FLAG_SEE_ANYWHERE takes precedence
2048 } 1116 if (anywhere)
2049 SET_MAP_FLAGS (m, x, y, flags); 1117 middle = anywhere;
2050 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1118
2051 SET_MAP_MOVE_ON (m, x, y, move_on); 1119 // ORing all flags together and checking them here is much faster
2052 SET_MAP_MOVE_OFF (m, x, y, move_off); 1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2053 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 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
2054 1133
2055 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
2056 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
2057 * this point. 1136 * this point.
2058 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
2059 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
2060 * 1139 *
2061 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
2062 */ 1141 */
2063 1142
2064 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
2065 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
2066 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
2067 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
2068 */ 1147 */
2069 if (top == middle) 1148 if (top == middle)
2070 middle = blank_face; 1149 middle = 0;
2071 1150
2072 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
2073 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
2074 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
2075 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
2076 */ 1155 */
2077 1156
2078 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
2079 { 1158 {
2080 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
2081 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
2082 break; 1161 break;
2083 1162
2084 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
2085 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
2086 break; 1165 break;
2087 1166
2088 /* Only show visible faces, unless its the editor - show all */ 1167 /* Only show visible faces */
2089 if (!tmp->invisible || editor) 1168 if (!tmp->invisible)
2090 { 1169 {
2091 /* Fill in top if needed */ 1170 /* Fill in top if needed */
2092 if (top == blank_face) 1171 if (!top)
2093 { 1172 {
2094 top = tmp->face;
2095 top_obj = tmp; 1173 top = tmp;
2096 if (top == middle) 1174 if (top == middle)
2097 middle = blank_face; 1175 middle = 0;
2098 } 1176 }
2099 else 1177 else
2100 { 1178 {
2101 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
2102 * middle is not set 1180 * middle is not set
2103 * 1181 *
2104 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
2105 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
2106 * 1184 *
2107 */ 1185 */
2108 if (tmp->face != top) 1186 if (tmp != top)
2109 { 1187 {
2110 middle = tmp->face;
2111 middle_obj = tmp; 1188 middle = tmp;
2112 break; 1189 break;
2113 } 1190 }
2114 } 1191 }
2115 } 1192 }
2116 } 1193 }
1194
2117 if (middle == floor) 1195 if (middle == floor)
2118 middle = blank_face; 1196 middle = 0;
1197
2119 if (top == middle) 1198 if (top == middle)
2120 middle = blank_face; 1199 middle = 0;
2121 SET_MAP_FACE (m, x, y, top, 0);
2122 if (top != blank_face)
2123 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2124 else
2125 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2126 SET_MAP_FACE (m, x, y, middle, 1);
2127 if (middle != blank_face)
2128 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2129 else
2130 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2131 SET_MAP_FACE (m, x, y, floor, 2);
2132 if (floor != blank_face)
2133 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2134 else
2135 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2136 SET_MAP_LIGHT (m, x, y, light);
2137}
2138 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
2139 1205
2140void 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2141set_map_reset_time (maptile *map) 1207 {
2142{ 1208 mapspace &ms = m->at (floor->x, floor->y);
2143 int timeout; 1209 ms.update ();
2144 1210
2145 timeout = MAP_RESET_TIMEOUT (map); 1211 if (object *floor2 = ms.faces_obj [2])
2146 if (timeout <= 0) 1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
2147 timeout = MAP_DEFAULTRESET; 1213 {
2148 if (timeout >= MAP_MAXRESET) 1214 floor->set_anim_frame (1);
2149 timeout = MAP_MAXRESET; 1215 top = floor;
2150 MAP_WHEN_RESET (map) = seconds () + timeout; 1216 middle = ms.faces_obj [0];
2151} 1217 floor = floor2;
1218 }
2152 1219
2153/* this updates the orig_map->tile_map[tile_num] value after loading 1220 ms.pflags |= PF_VIS_UP;
2154 * the map. It also takes care of linking back the freshly loaded 1221 }
2155 * maps tile_map values if it tiles back to this one. It returns 1222 }
2156 * the value of orig_map->tile_map[tile_num]. It really only does this
2157 * so that it is easier for calling functions to verify success.
2158 */
2159 1223
2160static maptile * 1224#if 0
2161load_and_link_tiled_map (maptile *orig_map, int tile_num) 1225 faces_obj [0] = top;
2162{ 1226 faces_obj [1] = middle;
2163 int dest_tile = (tile_num + 2) % 4; 1227 faces_obj [2] = floor;
2164 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1228#endif
1229}
2165 1230
2166 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
2167 1237
2168 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1238 pflags &= ~PF_VIS_UP;
2169 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2170 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2171 1239
2172 return orig_map->tile_map[tile_num]; 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;
2173} 1291}
2174 1292
2175/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
2176 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
2177 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
2178 * This is the function should always be used when it 1296 * This is the function should always be used when it
2179 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
2180 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
2181 * tiled maps. 1299 * tiled maps.
2182 *
2183 *
2184 */ 1300 */
2185int 1301int
2186out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
2187{ 1303{
2188
2189 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
2190 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
2191 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
2192 */ 1307 */
2193 if (!m) 1308 if (!m)
2194 return 0; 1309 return 0;
2195 1310
2196 if (x < 0) 1311 if (x < 0)
2197 { 1312 {
2198 if (!m->tile_path[3]) 1313 if (!m->tile_available (TILE_WEST))
2199 return 1; 1314 return 1;
2200 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1315
2201 { 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
2202 load_and_link_tiled_map (m, 3);
2203 }
2204 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2205 }
2206 if (x >= MAP_WIDTH (m))
2207 { 1317 }
2208 if (!m->tile_path[1]) 1318
1319 if (x >= m->width)
1320 {
1321 if (!m->tile_available (TILE_EAST))
2209 return 1; 1322 return 1;
2210 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1323
2211 {
2212 load_and_link_tiled_map (m, 1);
2213 }
2214 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
2215 } 1325 }
1326
2216 if (y < 0) 1327 if (y < 0)
2217 { 1328 {
2218 if (!m->tile_path[0]) 1329 if (!m->tile_available (TILE_NORTH))
2219 return 1; 1330 return 1;
2220 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1331
2221 { 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
2222 load_and_link_tiled_map (m, 0);
2223 }
2224 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2225 }
2226 if (y >= MAP_HEIGHT (m))
2227 { 1333 }
2228 if (!m->tile_path[2]) 1334
1335 if (y >= m->height)
1336 {
1337 if (!m->tile_available (TILE_SOUTH))
2229 return 1; 1338 return 1;
2230 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1339
2231 { 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
2232 load_and_link_tiled_map (m, 2);
2233 }
2234 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2235 } 1341 }
2236 1342
2237 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
2238 * map. 1344 * map.
2239 */ 1345 */
2241} 1347}
2242 1348
2243/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
2244 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
2245 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
2246 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
2247 * updates x and y to be the localized coordinates. 1353 * updates x and y to be the localised coordinates.
2248 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
2249 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
2250 */ 1356 */
2251maptile * 1357maptile *
2252get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1358maptile::xy_find (sint16 &x, sint16 &y)
2253{ 1359{
2254
2255 if (*x < 0) 1360 if (x < 0)
2256 { 1361 {
2257 if (!m->tile_path[3]) 1362 if (!tile_available (TILE_WEST))
2258 return NULL; 1363 return 0;
2259 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2260 load_and_link_tiled_map (m, 3);
2261 1364
2262 *x += MAP_WIDTH (m->tile_map[3]); 1365 x += tile_map [TILE_WEST]->width;
2263 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
2264 }
2265 if (*x >= MAP_WIDTH (m))
2266 { 1367 }
2267 if (!m->tile_path[1]) 1368
1369 if (x >= width)
1370 {
1371 if (!tile_available (TILE_EAST))
2268 return NULL; 1372 return 0;
2269 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2270 load_and_link_tiled_map (m, 1);
2271 1373
2272 *x -= MAP_WIDTH (m); 1374 x -= width;
2273 return (get_map_from_coord (m->tile_map[1], x, y)); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
2274 } 1376 }
1377
2275 if (*y < 0) 1378 if (y < 0)
2276 { 1379 {
2277 if (!m->tile_path[0]) 1380 if (!tile_available (TILE_NORTH))
2278 return NULL; 1381 return 0;
2279 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2280 load_and_link_tiled_map (m, 0);
2281 1382
2282 *y += MAP_HEIGHT (m->tile_map[0]); 1383 y += tile_map [TILE_NORTH]->height;
2283 return (get_map_from_coord (m->tile_map[0], x, y)); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
2284 }
2285 if (*y >= MAP_HEIGHT (m))
2286 { 1385 }
2287 if (!m->tile_path[2]) 1386
1387 if (y >= height)
1388 {
1389 if (!tile_available (TILE_SOUTH))
2288 return NULL; 1390 return 0;
2289 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2290 load_and_link_tiled_map (m, 2);
2291 1391
2292 *y -= MAP_HEIGHT (m); 1392 y -= height;
2293 return (get_map_from_coord (m->tile_map[2], x, y)); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
2294 } 1394 }
2295 1395
2296 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
2297 * map. 1397 * map.
2298 */ 1398 */
2299
2300 return m; 1399 return this;
2301} 1400}
2302 1401
2303/** 1402/**
2304 * 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
2305 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
2306 */ 1405 */
2307static int 1406int
2308adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2309{ 1408{
2310 if (!map1 || !map2) 1409 if (!map1 || !map2)
2311 return 0; 1410 return 0;
2312 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!)
2313 if (map1 == map2) 1414 if (map1 == map2)
2314 { 1415 {
2315 *dx = 0; 1416 *dx = 0;
2316 *dy = 0; 1417 *dy = 0;
2317 1418 }
1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
2318 } 1420 {
2319 else if (map1->tile_map[0] == map2)
2320 { /* up */
2321 *dx = 0; 1421 *dx = 0;
2322 *dy = -MAP_HEIGHT (map2); 1422 *dy = -map2->height;
1423 }
1424 else if (map1->tile_available (TILE_EAST , false) == map2)
2323 } 1425 {
2324 else if (map1->tile_map[1] == map2) 1426 *dx = map1->width;
2325 { /* right */
2326 *dx = MAP_WIDTH (map1);
2327 *dy = 0; 1427 *dy = 0;
2328 } 1428 }
2329 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2330 { /* down */ 1430 {
2331 *dx = 0; 1431 *dx = 0;
2332 *dy = MAP_HEIGHT (map1); 1432 *dy = map1->height;
1433 }
1434 else if (map1->tile_available (TILE_WEST , false) == map2)
2333 } 1435 {
2334 else if (map1->tile_map[3] == map2) 1436 *dx = -map2->width;
2335 { /* left */
2336 *dx = -MAP_WIDTH (map2);
2337 *dy = 0; 1437 *dy = 0;
2338
2339 } 1438 }
2340 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2341 { /* up right */ 1440 { /* up right */
2342 *dx = MAP_WIDTH (map1->tile_map[0]); 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
2343 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
2344 } 1443 }
2345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2346 { /* up left */ 1445 { /* up left */
2347 *dx = -MAP_WIDTH (map2); 1446 *dx = -map2->width;
2348 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
2349 } 1448 }
2350 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2351 { /* right up */ 1450 { /* right up */
2352 *dx = MAP_WIDTH (map1); 1451 *dx = +map1->width;
2353 *dy = -MAP_HEIGHT (map2); 1452 *dy = -map2->height;
2354 } 1453 }
2355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2356 { /* right down */ 1455 { /* right down */
2357 *dx = MAP_WIDTH (map1); 1456 *dx = +map1->width;
2358 *dy = MAP_HEIGHT (map1->tile_map[1]); 1457 *dy = +map1->tile_map[TILE_EAST]->height;
2359 } 1458 }
2360 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2361 { /* down right */ 1460 { /* down right */
2362 *dx = MAP_WIDTH (map1->tile_map[2]); 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
2363 *dy = MAP_HEIGHT (map1); 1462 *dy = +map1->height;
2364 } 1463 }
2365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2366 { /* down left */ 1465 { /* down left */
2367 *dx = -MAP_WIDTH (map2); 1466 *dx = -map2->width;
2368 *dy = MAP_HEIGHT (map1); 1467 *dy = +map1->height;
2369 } 1468 }
2370 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2371 { /* left up */ 1470 { /* left up */
2372 *dx = -MAP_WIDTH (map1->tile_map[3]); 1471 *dx = -map1->tile_map[TILE_WEST]->width;
2373 *dy = -MAP_HEIGHT (map2); 1472 *dy = -map2->height;
2374 } 1473 }
2375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2376 { /* left down */ 1475 { /* left down */
2377 *dx = -MAP_WIDTH (map1->tile_map[3]); 1476 *dx = -map1->tile_map[TILE_WEST]->width;
2378 *dy = MAP_HEIGHT (map1->tile_map[3]); 1477 *dy = +map1->tile_map[TILE_WEST]->height;
2379
2380 } 1478 }
2381 else 1479 else
2382 { /* not "adjacent" enough */
2383 return 0; 1480 return 0;
2384 }
2385 1481
2386 return 1; 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);
2387} 1500}
2388 1501
2389/* From map.c 1502/* From map.c
2390 * This is used by get_player to determine where the other 1503 * This is used by get_player to determine where the other
2391 * creature is. get_rangevector takes into account map tiling, 1504 * creature is. get_rangevector takes into account map tiling,
2392 * 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
2393 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
2394 * can be negativbe. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
2395 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
2396 * monster that is closest. 1509 * monster that is closest.
2397 * 1510 *
2398 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
2399 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
2400 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
2401 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
2402 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
2404 * be unexpected 1517 * be unexpected
2405 * 1518 *
2406 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
2407 * closest body part of 'op1' 1520 * closest body part of 'op1'
2408 */ 1521 */
2409
2410void 1522void
2411get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2412{ 1524{
2413 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))
2414 { 1526 {
2415 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
2416 retval->distance = 100000; 1528 retval->distance = 10000;
2417 retval->distance_x = 32767; 1529 retval->distance_x = 10000;
2418 retval->distance_y = 32767; 1530 retval->distance_y = 10000;
2419 retval->direction = 0; 1531 retval->direction = 0;
2420 retval->part = 0; 1532 retval->part = 0;
2421 } 1533 }
2422 else 1534 else
2423 { 1535 {
2424 object *best;
2425
2426 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
2427 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
2428 1538
2429 best = op1; 1539 object *best = op1;
1540
2430 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2431 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
2432 { 1543 {
2433 object *tmp; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
2434 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2435 1545
2436 /* 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
2437 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2438 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2439 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2440 * below works. 1550 * below works.
2441 */ 1551 */
2442 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2443 { 1553 {
2444 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);
2445 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
2446 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
2447 { 1557 {
2448 best_distance = tmpi; 1558 best_distance = tmpi;
2449 best = tmp; 1559 best = tmp;
2450 } 1560 }
2451 } 1561 }
1562
2452 if (best != op1) 1563 if (best != op1)
2453 { 1564 {
2454 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
2455 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
2456 } 1567 }
2457 } 1568 }
1569
2458 retval->part = best; 1570 retval->part = best;
2459 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));
2460 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2461 } 1573 }
2462} 1574}
2463 1575
2464/* 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
2465 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
2466 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
2467 * 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
2468 * the path, we need this. 1580 * the path, we need this.
2469 * 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
2470 * 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
2471 * 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
2472 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2473 */ 1585 */
2474
2475void 1586void
2476get_rangevector_from_mapcoord (const maptile *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)
2477{ 1588{
2478 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))
2479 { 1590 {
2480 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2481 retval->distance = 100000; 1592 retval->distance = 100000;
2482 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
2483 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
2484 retval->direction = 0; 1595 retval->direction = 0;
2485 retval->part = 0; 1596 retval->part = 0;
2486 } 1597 }
2487 else 1598 else
2488 { 1599 {
2489 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
2490 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
2491 1602
2492 retval->part = NULL; 1603 retval->part = 0;
2493 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));
2494 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2495 } 1606 }
2496} 1607}
2497 1608
2498/* 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
2499 * (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
2500 * 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
2501 * to op1, this will still return false. 1612 * to op1, this will still return false.
2502 * 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
2503 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2504 * MSW 2001-08-05 1615 * MSW 2001-08-05
2505 */ 1616 */
2508{ 1619{
2509 int dx, dy; 1620 int dx, dy;
2510 1621
2511 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2512} 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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