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Comparing deliantra/server/common/map.C (file contents):
Revision 1.24 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: map.C,v 1.24 2006/09/04 16:46:32 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */ 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
37 31
38#include "path.h" 32#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 33
59/* 34/*
60 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 38 * it really should be called create_mapname
64 */ 39 */
65 40const char *
66const char *create_pathname (const char *name) { 41create_pathname (const char *name)
42{
67 static char buf[MAX_BUF]; 43 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 45 return buf;
77} 46}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 47
138/* 48/*
139 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 51 * is returned.
148 * the rest of the code only cares that the file is readable. 58 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 59 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
152 */ 62 */
153 63int
154int check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
155{ 65{
156 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
157#ifndef WIN32 67
158 char *endbuf; 68 char *endbuf;
159 struct stat statbuf; 69 struct stat statbuf;
160 int mode = 0, i; 70 int mode = 0;
161#endif
162 71
163 if (prepend_dir) 72 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 73 assign (buf, create_pathname (name));
165 else 74 else
166 strcpy(buf, name); 75 assign (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 76
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
174 * all the names. 80 * all the names.
175 */ 81 */
176 endbuf = buf + strlen(buf); 82 endbuf = buf + strlen (buf);
177 83
178 if (stat (buf, &statbuf)) 84 if (stat (buf, &statbuf))
179 return -1; 85 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 86 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 87 return (-1);
182 88
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 91 mode |= 4;
187 92
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 95 mode |= 2;
192 96
193 return (mode); 97 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 98}
234 99
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 105 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 106 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 107 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
244 */ 109 */
110int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 112{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 113 sint16 newx = x;
253 newy = y; 114 sint16 newy = y;
115
254 mp = get_map_from_coord(oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 117
256 retval |= P_NEW_MAP; 118 if (!mp)
119 return P_OUT_OF_MAP;
120
257 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 122 if (nx) *nx = newx;
259 if (ny) *ny = newy; 123 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 124
262 if (retval & P_SAFE) 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 126}
267
268 127
269/* 128/*
270 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 131 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 135 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 136 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 137 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 138 * by the caller.
280 */ 139 */
281 140int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 141blocked_link (object *ob, maptile *m, int sx, int sy)
142{
283 object *tmp; 143 object *tmp;
284 int mflags, blocked; 144 int mflags, blocked;
285 145
286 /* Make sure the coordinates are valid - they should be, as caller should 146 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 147 * have already checked this.
288 */ 148 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 149 if (OUT_OF_REAL_MAP (m, sx, sy))
150 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 152 return 1;
292 } 153 }
293 154
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 155 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 156 * directly.
296 */ 157 */
297 mflags = m->spaces[sx + m->width * sy].flags; 158 mflags = m->at (sx, sy).flags ();
298 159
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 161
301 /* If space is currently not blocked by anything, no need to 162 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 163 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 164 * things we need to do for players.
304 */ 165 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0;
306 168
307 /* if there isn't anytyhing alive on this space, and this space isn't 169 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 170 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 171 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 172 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 173 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
313 */ 175 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0;
315 178
316 if(ob->head != NULL) 179 ob = ob->head_ ();
317 ob=ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 223 return 1;
224
225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
230 return 1;
358 } 231 }
359 232
360 } 233 }
361 return 0; 234 return 0;
362} 235}
363
364 236
365/* 237/*
366 * Returns true if the given object can't fit in the given spot. 238 * Returns true if the given object can't fit in the given spot.
367 * This is meant for multi space objects - for single space objecs, 239 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
386 * 258 *
387 * Note this used to be arch_blocked, but with new movement 259 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 260 * code, we need to have actual object to check its move_type
389 * against the move_block values. 261 * against the move_block values.
390 */ 262 */
391 263int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
265{
393 archetype *tmp; 266 archetype *tmp;
394 int flag; 267 int flag;
395 mapstruct *m1; 268 maptile *m1;
396 sint16 sx, sy; 269 sint16 sx, sy;
397 270
398 if(ob==NULL) { 271 if (!ob)
272 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
401 276
402 /* don't have object, so don't know what types would block */ 277 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 278 return m1->at (sx, sy).move_block;
279 }
280
281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
404 } 282 {
405
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
408 284
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 285 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 286 return P_OUT_OF_MAP;
287 if (flag & P_IS_ALIVE)
288 return P_IS_ALIVE;
411 289
290 mapspace &ms = m1->at (sx, sy);
291
412 /* find_first_free_spot() calls this function. However, often 292 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 293 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 295 */
416 296
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
298 continue;
418 299
419 /* Note it is intentional that we check ob - the movement type of the 300 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 301 * head of the object should correspond for the entire object.
421 */ 302 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 304 return P_NO_PASS;
424
425 } 305 }
306
426 return 0; 307 return 0;
427} 308}
428 309
429/* When the map is loaded, load_object does not actually insert objects 310/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 311 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 312 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 313 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 314 * This is needed so that we can update the containers weight.
434 */ 315 */
435 316void
436void fix_container(object *container) 317fix_container (object *container)
437{ 318{
438 object *tmp=container->inv, *next; 319 object *tmp = container->inv, *next;
439 320
440 container->inv=NULL; 321 container->inv = 0;
441 while (tmp!=NULL) { 322 while (tmp)
323 {
442 next = tmp->below; 324 next = tmp->below;
443 if (tmp->inv) 325 if (tmp->inv)
444 fix_container(tmp); 326 fix_container (tmp);
327
445 (void) insert_ob_in_ob(tmp,container); 328 insert_ob_in_ob (tmp, container);
446 tmp = next; 329 tmp = next;
447 } 330 }
331
448 /* sum_weight will go through and calculate what all the containers are 332 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 333 * carrying.
450 */ 334 */
451 sum_weight(container); 335 sum_weight (container);
336}
337
338void
339maptile::set_object_flag (int flag, int value)
340{
341 if (!spaces)
342 return;
343
344 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value;
452} 347}
453 348
454/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 353 */
460 354void
461static void link_multipart_objects(mapstruct *m) 355maptile::link_multipart_objects ()
462{ 356{
463 int x,y; 357 if (!spaces)
464 object *tmp, *op, *last, *above; 358 return;
465 archetype *at;
466 359
467 for(x=0;x<MAP_WIDTH(m);x++) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 361 for (object *op = ms->bot; op; op = op->above)
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 362 {
470 above=tmp->above;
471
472 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 364 if (op->head_ () == op && !op->more && op->arch->more)
474 365 {
475 /* If there is nothing more to this object, this for loop 366 op->remove ();
476 * won't do anything. 367 op->expand_tail ();
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */ 369 }
496 } /* for objects on this space */ 370 }
497} 371}
498 372
499/* 373/*
500 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 375 * file pointer.
502 * mapflags is the same as we get with load_original_map
503 */ 376 */
504void 377bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 378maptile::_load_objects (object_thawer &f)
506{ 379{
507 int i, j; 380 for (;;)
508 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp;
510
511 op = get_object ();
512 op->map = m; /* To handle buttons correctly */
513
514 while ((i = load_object (fp, op, mapflags)))
515 { 381 {
516 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
517 * got an invalid object. Don't do anything with it - the game 383
518 * or editor will not be able to do anything with it either. 384 switch (f.kw)
519 */
520 if (op->arch == NULL)
521 { 385 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 386 case KW_arch:
523 op->name ? (const char *) op->name : "(null)"); 387 if (object *op = object::read (f, this))
388 {
389 if (op->inv)
390 sum_weight (op);
391
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
394
524 continue; 395 continue;
525 }
526 396
527
528 switch (i)
529 {
530 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541
542 if (op->inv)
543 sum_weight (op);
544
545 prev = op, last_more = op;
546 break;
547
548 case LL_MORE: 397 case KW_EOF:
549 insert_ob_in_map (op, m, op, 398 return true;
550 INS_NO_MERGE | INS_NO_WALK_ON | 399
551 INS_ABOVE_FLOOR_ONLY); 400 default:
552 op->head = prev, last_more->more = op, last_more = op; 401 if (!f.parse_error ("map file"))
402 return false;
553 break; 403 break;
554 } 404 }
555 405
556 if (mapflags & MAP_STYLE) 406 f.next ();
557 remove_from_active_list (op);
558
559 op = get_object ();
560 op->map = m;
561 }
562
563 for (i = 0; i < m->width; i++)
564 { 407 }
565 for (j = 0; j < m->height; j++) 408
409 return true;
410}
411
412void
413maptile::activate ()
414{
415 active = true;
416
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive ();
421}
422
423void
424maptile::deactivate ()
425{
426 active = false;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive ();
432}
433
434bool
435maptile::_save_objects (object_freezer &f, int flags)
436{
437 coroapi::cede_to_tick ();
438
439 if (flags & IO_HEADER)
440 _save_header (f);
441
442 if (!spaces)
443 return false;
444
445 for (int i = 0; i < size (); ++i)
446 {
447 int unique = 0;
448 for (object *op = spaces [i].bot; op; op = op->above)
566 { 449 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
567 unique = 0; 451 unique = 1;
568 /* check for unique items, or unique squares */ 452
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 453 if (!op->can_map_save ())
454 continue;
455
456 if (unique || op->flag [FLAG_UNIQUE])
570 { 457 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 458 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 459 op->write (f);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 460 }
461 else if (flags & IO_OBJECTS)
462 op->write (f);
577 } 463 }
578 } 464 }
579 465
580 free_object (op); 466 coroapi::cede_to_tick ();
581 link_multipart_objects (m);
582}
583 467
584/* This saves all the objects on the map in a non destructive fashion. 468 return true;
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 469}
586 * and we only save the head of multi part objects - this is needed 470
587 * in order to do map tiling properly. 471bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags)
495{
496 object_freezer freezer;
497
498 if (!_save_objects (freezer, flags))
499 return false;
500
501 return freezer.save (path);
502}
503
504maptile::maptile ()
505{
506 in_memory = MAP_SWAPPED;
507
508 /* The maps used to pick up default x and y values from the
509 * map archetype. Mimic that behaviour.
588 */ 510 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 511 width = 16;
590 int i, j = 0,unique=0; 512 height = 16;
591 object *op; 513 timeout = 300;
592 /* first pass - save one-part objects */ 514 max_nrof = 1000; // 1000 items of anything
593 for(i = 0; i < MAP_WIDTH(m); i++) 515 max_volume = 2000000; // 2m³
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 516}
595 unique=0;
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 517
600 if(op->type == PLAYER) { 518maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 519{
602 continue; 520 in_memory = MAP_SWAPPED;
603 }
604 521
605 if (op->head || op->owner) 522 width = w;
606 continue; 523 height = h;
524 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0;
527 enter_y = 0;
607 528
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 529 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 530}
619 531
620/* 532/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 533 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 534 * This basically allocates the dynamic array of spaces for the
655 * map. 535 * map.
656 */ 536 */
657 537void
658void allocate_map(mapstruct *m) { 538maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 539{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 540 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 541 return;
542
543 spaces = salloc0<mapspace> (size ());
685} 544}
686 545
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 546/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 547 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 548 * at a later date.
690 * Called by parse_map_headers below. 549 * Called by parse_map_headers below.
691 */ 550 */
692 551static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 552parse_shop_string (const char *input_string)
553{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 554 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 555 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 556 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 557 const typedata *current_type;
698 558
699 shop_string=strdup_local(input_string); 559 shop_string = strdup (input_string);
700 p=shop_string; 560 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 561 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 562 while (p)
563 {
703 p=strchr(p, ';'); 564 p = strchr (p, ';');
704 number_of_entries++; 565 number_of_entries++;
705 if (p) p++; 566 if (p)
567 p++;
706 } 568 }
569
707 p=shop_string; 570 p = shop_string;
708 strip_endline(p); 571 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 572 items = new shopitems[number_of_entries + 1];
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) { 573 for (i = 0; i < number_of_entries; i++)
574 {
712 if (!p) { 575 if (!p)
576 {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 577 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break; 578 break;
715 } 579 }
580
716 next_semicolon=strchr(p, ';'); 581 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 582 next_colon = strchr (p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 583 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 584 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 585 items[i].strength = atoi (strchr (p, ':') + 1);
586
587 if (isdigit (*p) || *p == '*')
721 588 {
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 589 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum); 590 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 591 if (current_type)
592 {
726 items[i].name=current_type->name; 593 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 594 items[i].name_pl = current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 } 595 }
746 } 596 }
597 else
598 { /*we have a named type, let's figure out what it is */
599 q = strpbrk (p, ";:");
600 if (q)
601 *q = '\0';
602
603 current_type = get_typedata_by_name (p);
604 if (current_type)
605 {
606 items[i].name = current_type->name;
607 items[i].typenum = current_type->number;
608 items[i].name_pl = current_type->name_pl;
609 }
610 else
611 { /* oh uh, something's wrong, let's free up this one, and try
612 * the next entry while we're at it, better print a warning
613 */
614 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
615 }
616 }
617
747 items[i].index=number_of_entries; 618 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 619 if (next_semicolon)
620 p = ++next_semicolon;
621 else
749 else p=NULL; 622 p = NULL;
750 } 623 }
624
751 free(shop_string); 625 free (shop_string);
752 return items; 626 return items;
753} 627}
754 628
755/* opposite of parse string, this puts the string that was originally fed in to 629/* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */ 630 * the map (or something equivilent) into output_string. */
631static void
757static void print_shop_string(mapstruct *m, char *output_string) { 632print_shop_string (maptile *m, char *output_string)
633{
758 int i; 634 int i;
759 char tmp[MAX_BUF]; 635 char tmp[MAX_BUF];
636
760 strcpy(output_string, ""); 637 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 638 for (i = 0; i < m->shopitems[0].index; i++)
639 {
762 if (m->shopitems[i].typenum) { 640 if (m->shopitems[i].typenum)
641 {
763 if (m->shopitems[i].strength) { 642 if (m->shopitems[i].strength)
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 } 644 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 645 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 646 }
768 else { 647 else
648 {
769 if (m->shopitems[i].strength) { 649 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 650 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 651 else
772 else sprintf(tmp, "*"); 652 sprintf (tmp, "*");
773 } 653 }
654
774 strcat(output_string, tmp); 655 strcat (output_string, tmp);
775 } 656 }
776} 657}
777 658
778/* This loads the header information of the map. The header 659/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 660 * contains things like difficulty, size, timeout, etc.
783 * put all the stuff in the map object so that names actually make 664 * put all the stuff in the map object so that names actually make
784 * sense. 665 * sense.
785 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
786 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01 668 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 669 */
790 670bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 671maptile::_load_header (object_thawer &thawer)
792{ 672{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 673 for (;;)
794 int msgpos=0; 674 {
795 int maplorepos=0; 675 thawer.next ();
796 676
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 677 switch (thawer.kw)
798 buf[HUGE_BUF-1] = 0;
799 key = buf;
800 while (isspace(*key)) key++;
801 if (*key == 0) continue; /* empty line */
802 value = strchr(key, ' ');
803 if (!value) {
804 end = strchr(key, '\n');
805 if (end != NULL) {
806 *end = 0;
807 }
808 } else {
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break;
818 }
819 }
820 } 678 {
679 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg);
681 break;
821 682
822 if (!end) { 683 case KW_lore: // CF+ extension
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 684 thawer.get_ml (KW_endlore, maplore);
824 buf); 685 break;
686
687 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore);
689 break;
690
691 case KW_arch:
692 if (strcmp (thawer.get_str (), "map"))
693 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
694 break;
695
696 case KW_oid:
697 thawer.get (this, thawer.get_sint32 ());
698 break;
699
700 case KW_file_format_version: break; // nop
701
702 case KW_name: thawer.get (name); break;
703 case KW_attach: thawer.get (attach); break;
704 case KW_reset_time: thawer.get (reset_time); break;
705 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716
717 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break;
720
721 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723
724 // old names new names
725 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
727 case KW_x: case KW_width: thawer.get (width); break;
728 case KW_y: case KW_height: thawer.get (height); break;
729 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
730 case KW_value: case KW_swap_time: thawer.get (timeout); break;
731 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
732 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
733 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
734
735 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739
740 case KW_end:
825 return 1; 741 return true;
826 }
827 742
828 /* key is the field name, value is what it should be set 743 default:
829 * to. We've already done the work to null terminate key, 744 if (!thawer.parse_error ("map", 0))
830 * and strip off any leading spaces for both of these. 745 return false;
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 }
852 /* There are lots of maps that have empty messages (eg, msg/endmsg
853 * with nothing between). There is no reason in those cases to
854 * keep the empty message. Also, msgbuf contains garbage data
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 }
869 if (maplorepos != 0)
870 m->maplore = strdup_local(maplorebuf);
871 }
872 else if (!strcmp(key,"end")) {
873 break; 746 break;
874 } 747 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998}
999
1000/*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015 748 }
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 749
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 750 abort ();
751}
1024 752
753bool
754maptile::_load_header (const char *path)
755{
1025 object_thawer thawer (pathname); 756 object_thawer thawer (path);
1026 757
1027 if (!thawer) 758 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051}
1052
1053/*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059static mapstruct *load_temporary_map(mapstruct *m) {
1060 int comp;
1061 char buf[MAX_BUF];
1062
1063 if (!m->tmpname) {
1064 LOG(llevError, "No temporary filename for map %s\n", m->path);
1065 strcpy(buf, m->path);
1066 delete_map(m);
1067 m = load_original_map(buf, 0);
1068 if(m==NULL) return NULL;
1069 fix_auto_apply(m); /* Chests which open as default */
1070 return m;
1071 }
1072
1073 object_thawer thawer (m->tmpname);
1074
1075 if (!thawer)
1076 {
1077 strcpy (buf, m->path);
1078 delete_map (m);
1079 m = load_original_map (buf, 0);
1080 if (!m) return NULL;
1081 fix_auto_apply (m); /* Chests which open as default */
1082 return m;
1083 }
1084
1085 if (load_map_header(thawer, m)) {
1086 LOG(llevError,"Error loading map header for %s (%s)\n",
1087 m->path, m->tmpname);
1088 delete_map(m);
1089 m = load_original_map(m->path, 0);
1090 return NULL;
1091 }
1092 allocate_map(m);
1093
1094 m->in_memory=MAP_LOADING;
1095 load_objects (m, thawer, 0);
1096
1097 m->in_memory=MAP_IN_MEMORY;
1098 INVOKE_MAP (SWAPIN, m);
1099 return m; 759 return false;
1100}
1101 760
1102/* 761 return _load_header (thawer);
1103 * Loads a map, which has been loaded earlier, from file.
1104 * Return the map object we load into (this can change from the passed
1105 * option if we can't find the original map)
1106 */
1107
1108mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1109 char pathname[MAX_BUF];
1110
1111 strcpy(pathname, create_overlay_pathname(filename));
1112
1113 object_thawer thawer (pathname);
1114
1115 if (!thawer)
1116 return m;
1117
1118 if (load_map_header(thawer, m)) {
1119 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1120 m->path, pathname);
1121 delete_map(m);
1122 m = load_original_map(m->path, 0);
1123 return NULL;
1124 }
1125 /*allocate_map(m);*/
1126
1127 m->in_memory=MAP_LOADING;
1128 load_objects (m, thawer, MAP_OVERLAY);
1129
1130 m->in_memory=MAP_IN_MEMORY;
1131 return m;
1132} 762}
1133 763
1134/****************************************************************************** 764/******************************************************************************
1135 * This is the start of unique map handling code 765 * This is the start of unique map handling code
1136 *****************************************************************************/ 766 *****************************************************************************/
1137 767
1138/* This goes through map 'm' and removed any unique items on the map. */ 768/* This goes through the maptile and removed any unique items on the map. */
1139static void delete_unique_items(mapstruct *m) 769void
770maptile::clear_unique_items ()
1140{ 771{
1141 int i,j,unique; 772 for (int i = 0; i < size (); ++i)
1142 object *op, *next; 773 {
1143
1144 for(i=0; i<MAP_WIDTH(m); i++)
1145 for(j=0; j<MAP_HEIGHT(m); j++) {
1146 unique=0; 774 int unique = 0;
1147 for (op=get_map_ob(m, i, j); op; op=next) { 775 for (object *op = spaces [i].bot; op; )
1148 next = op->above; 776 {
777 object *above = op->above;
778
1149 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1150 unique=1; 780 unique = 1;
781
1151 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1152 clean_object(op);
1153 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1154 remove_button_link(op);
1155 remove_ob(op);
1156 free_object(op);
1157 } 783 {
784 op->destroy_inv (false);
785 op->destroy ();
1158 } 786 }
787
788 op = above;
1159 } 789 }
1160}
1161
1162
1163/*
1164 * Loads unique objects from file(s) into the map which is in memory
1165 * m is the map to load unique items into.
1166 */
1167static void load_unique_objects(mapstruct *m) {
1168 int count;
1169 char firstname[MAX_BUF];
1170
1171 for (count=0; count<10; count++) {
1172 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1173 if (!access(firstname, R_OK)) break;
1174 }
1175 /* If we get here, we did not find any map */
1176 if (count==10) return;
1177
1178 object_thawer thawer (firstname);
1179
1180 if (!thawer)
1181 return;
1182
1183 m->in_memory=MAP_LOADING;
1184 if (m->tmpname == NULL) /* if we have loaded unique items from */
1185 delete_unique_items(m); /* original map before, don't duplicate them */
1186 load_objects (m, thawer, 0);
1187
1188 m->in_memory=MAP_IN_MEMORY;
1189}
1190
1191
1192/*
1193 * Saves a map to file. If flag is set, it is saved into the same
1194 * file it was (originally) loaded from. Otherwise a temporary
1195 * filename will be genarated, and the file will be stored there.
1196 * The temporary filename will be stored in the mapstructure.
1197 * If the map is unique, we also save to the filename in the map
1198 * (this should have been updated when first loaded)
1199 */
1200
1201int
1202new_save_map (mapstruct * m, int flag)
1203{
1204 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1205 int i;
1206
1207 if (flag && !*m->path)
1208 { 790 }
1209 LOG (llevError, "Tried to save map without path.\n"); 791}
1210 return -1; 792
793bool
794maptile::_save_header (object_freezer &freezer)
795{
796#define MAP_OUT(k) freezer.put (KW_ ## k, k)
797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
798
799 MAP_OUT2 (arch, "map");
800
801 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time);
803 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset);
807 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name);
810
811 if (shopitems)
1211 } 812 {
1212 813 char shop[MAX_BUF];
1213 if (flag || (m->unique) || (m->templatemap)) 814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
1214 { 816 }
1215 if (!m->unique && !m->templatemap)
1216 { /* flag is set */
1217 if (flag == 2)
1218 strcpy (filename, create_overlay_pathname (m->path));
1219 else
1220 strcpy (filename, create_pathname (m->path));
1221 }
1222 else
1223 strcpy (filename, m->path);
1224 817
1225 make_path_to_file (filename); 818 MAP_OUT (shopgreed);
1226 } 819 MAP_OUT (shopmin);
1227 else 820 MAP_OUT (shopmax);
1228 { 821 if (shoprace) MAP_OUT (shoprace);
1229 if (!m->tmpname) 822 MAP_OUT (darkness);
1230 m->tmpname = tempnam_local (settings.tmpdir, NULL); 823 MAP_OUT (width);
824 MAP_OUT (height);
825 MAP_OUT (enter_x);
826 MAP_OUT (enter_y);
1231 827
1232 strcpy (filename, m->tmpname); 828 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1233 } 829 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1234 830
1235 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 831 MAP_OUT (outdoor);
1236 m->in_memory = MAP_SAVING; 832 MAP_OUT (temp);
833 MAP_OUT (pressure);
834 MAP_OUT (humid);
835 MAP_OUT (windspeed);
836 MAP_OUT (winddir);
837 MAP_OUT (sky);
1237 838
839 MAP_OUT (per_player);
840 MAP_OUT (per_party);
841
842 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
843 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
844 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
845 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
846
847 freezer.put (this);
848 freezer.put (KW_end);
849
850 return true;
851}
852
853bool
854maptile::_save_header (const char *path)
855{
1238 object_freezer freezer; 856 object_freezer freezer;
1239 857
1240 /* legacy */ 858 if (!_save_header (freezer))
1241 fprintf (freezer, "arch map\n"); 859 return false;
1242 if (m->name)
1243 fprintf (freezer, "name %s\n", m->name);
1244 if (!flag)
1245 fprintf (freezer, "swap_time %d\n", m->swap_time);
1246 if (m->reset_timeout)
1247 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1248 if (m->fixed_resettime)
1249 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1250 /* we unfortunately have no idea if this is a value the creator set
1251 * or a difficulty value we generated when the map was first loaded
1252 */
1253 if (m->difficulty)
1254 fprintf (freezer, "difficulty %d\n", m->difficulty);
1255 if (m->region)
1256 fprintf (freezer, "region %s\n", m->region->name);
1257 if (m->shopitems)
1258 {
1259 print_shop_string (m, shop);
1260 fprintf (freezer, "shopitems %s\n", shop);
1261 }
1262 if (m->shopgreed)
1263 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1264#ifndef WIN32
1265 if (m->shopmin)
1266 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1267 if (m->shopmax)
1268 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1269#else
1270 if (m->shopmin)
1271 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1272 if (m->shopmax)
1273 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1274#endif
1275 if (m->shoprace)
1276 fprintf (freezer, "shoprace %s\n", m->shoprace);
1277 if (m->darkness)
1278 fprintf (freezer, "darkness %d\n", m->darkness);
1279 if (m->width)
1280 fprintf (freezer, "width %d\n", m->width);
1281 if (m->height)
1282 fprintf (freezer, "height %d\n", m->height);
1283 if (m->enter_x)
1284 fprintf (freezer, "enter_x %d\n", m->enter_x);
1285 if (m->enter_y)
1286 fprintf (freezer, "enter_y %d\n", m->enter_y);
1287 if (m->msg)
1288 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1289 if (m->maplore)
1290 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1291 if (m->unique)
1292 fprintf (freezer, "unique %d\n", m->unique);
1293 if (m->templatemap)
1294 fprintf (freezer, "template %d\n", m->templatemap);
1295 if (m->outdoor)
1296 fprintf (freezer, "outdoor %d\n", m->outdoor);
1297 if (m->temp)
1298 fprintf (freezer, "temp %d\n", m->temp);
1299 if (m->pressure)
1300 fprintf (freezer, "pressure %d\n", m->pressure);
1301 if (m->humid)
1302 fprintf (freezer, "humid %d\n", m->humid);
1303 if (m->windspeed)
1304 fprintf (freezer, "windspeed %d\n", m->windspeed);
1305 if (m->winddir)
1306 fprintf (freezer, "winddir %d\n", m->winddir);
1307 if (m->sky)
1308 fprintf (freezer, "sky %d\n", m->sky);
1309 if (m->nosmooth)
1310 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1311 860
1312 /* Save any tiling information, except on overlays */ 861 return freezer.save (path);
1313 if (flag != 2)
1314 for (i = 0; i < 4; i++)
1315 if (m->tile_path[i])
1316 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1317
1318 freezer.put (m);
1319 fprintf (freezer, "end\n");
1320
1321 /* In the game save unique items in the different file, but
1322 * in the editor save them to the normal map file.
1323 * If unique map, save files in the proper destination (set by
1324 * player)
1325 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1327 {
1328 object_freezer unique;
1329
1330 if (flag == 2)
1331 save_objects (m, freezer, unique, 2);
1332 else
1333 save_objects (m, freezer, unique, 0);
1334
1335 sprintf (buf, "%s.v00", create_items_path (m->path));
1336
1337 unique.save (buf);
1338 }
1339 else
1340 { /* save same file when not playing, like in editor */
1341 save_objects (m, freezer, freezer, 0);
1342 }
1343
1344 freezer.save (filename);
1345
1346 return 0;
1347}
1348
1349
1350/*
1351 * Remove and free all objects in the inventory of the given object.
1352 * object.c ?
1353 */
1354
1355void clean_object(object *op)
1356{
1357 object *tmp, *next;
1358
1359 for(tmp = op->inv; tmp; tmp = next)
1360 {
1361 next = tmp->below;
1362 clean_object(tmp);
1363 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1364 remove_button_link(tmp);
1365 remove_ob(tmp);
1366 free_object(tmp);
1367 }
1368} 862}
1369 863
1370/* 864/*
1371 * Remove and free all objects in the given map. 865 * Remove and free all objects in the given map.
1372 */ 866 */
867void
868maptile::clear ()
869{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
1373 872
1374void free_all_objects(mapstruct *m) { 873 if (spaces)
1375 int i,j; 874 {
1376 object *op; 875 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1377 876 while (object *op = ms->bot)
1378 for(i=0;i<MAP_WIDTH(m);i++) 877 {
1379 for(j=0;j<MAP_HEIGHT(m);j++) {
1380 object *previous_obj=NULL;
1381 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1382 if (op==previous_obj) {
1383 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1384 break;
1385 }
1386 previous_obj=op;
1387 if(op->head!=NULL)
1388 op = op->head; 878 op = op->head_ ();
1389 879 op->destroy_inv (false);
1390 /* If the map isn't in memory, free_object will remove and 880 op->destroy ();
1391 * free objects in op's inventory. So let it do the job.
1392 */
1393 if (m->in_memory==MAP_IN_MEMORY)
1394 clean_object(op);
1395 remove_ob(op);
1396 free_object(op);
1397 } 881 }
882
883 sfree (spaces, size ()), spaces = 0;
884 }
885
886 if (buttons)
887 free_objectlinkpt (buttons), buttons = 0;
888}
889
890void
891maptile::clear_header ()
892{
893 name = 0;
894 msg = 0;
895 maplore = 0;
896 shoprace = 0;
897 delete [] shopitems, shopitems = 0;
898
899 for (int i = 0; i < 4; i++)
900 tile_path [i] = 0;
901}
902
903maptile::~maptile ()
904{
905 assert (destroyed ());
906}
907
908void
909maptile::clear_links_to (maptile *m)
910{
911 /* We need to look through all the maps and see if any maps
912 * are pointing at this one for tiling information. Since
913 * tiling can be asymetric, we just can not look to see which
914 * maps this map tiles with and clears those.
915 */
916 for (int i = 0; i < 4; i++)
917 if (tile_map[i] == m)
918 tile_map[i] = 0;
919}
920
921void
922maptile::do_destroy ()
923{
924 attachable::do_destroy ();
925
926 clear ();
927}
928
929/* decay and destroy perishable items in a map */
930void
931maptile::do_decay_objects ()
932{
933 if (!spaces)
934 return;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above)
938 {
939 above = op->above;
940
941 bool destroy = 0;
942
943 // do not decay anything above unique floor tiles (yet :)
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break;
946
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ())
954 ; // do not decay
955 else if (op->is_weapon ())
956 {
957 op->stats.dam--;
958 if (op->stats.dam < 0)
959 destroy = 1;
1398 } 960 }
961 else if (op->is_armor ())
962 {
963 op->stats.ac--;
964 if (op->stats.ac < 0)
965 destroy = 1;
966 }
967 else if (op->type == FOOD)
968 {
969 op->stats.food -= rndm (5, 20);
970 if (op->stats.food < 0)
971 destroy = 1;
972 }
973 else
974 {
975 int mat = op->materials;
976
977 if (mat & M_PAPER
978 || mat & M_LEATHER
979 || mat & M_WOOD
980 || mat & M_ORGANIC
981 || mat & M_CLOTH
982 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32))
988 destroy = 1;
989 }
990
991 /* adjust overall chance below */
992 if (destroy && rndm (0, 1))
993 op->destroy ();
994 }
1399} 995}
1400 996
1401/* 997/*
1402 * Frees everything allocated by the given mapstructure. 998 * Updates every button on the map (by calling update_button() for them).
1403 * don't free tmpname - our caller is left to do that
1404 */ 999 */
1405 1000void
1406void free_map(mapstruct *m,int flag) { 1001maptile::update_buttons ()
1407 int i; 1002{
1408 1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1409 if (!m->in_memory) { 1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1410 LOG(llevError,"Trying to free freed map.\n"); 1005 {
1411 return; 1006 if (!ol->ob)
1412 }
1413 if (flag && m->spaces) free_all_objects(m);
1414 if (m->name) FREE_AND_CLEAR(m->name);
1415 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1416 if (m->msg) FREE_AND_CLEAR(m->msg);
1417 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1418 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1419 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1420 if (m->buttons)
1421 free_objectlinkpt(m->buttons);
1422 m->buttons = NULL;
1423 for (i=0; i<4; i++) {
1424 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1425 m->tile_map[i] = NULL;
1426 }
1427 m->in_memory = MAP_SWAPPED;
1428}
1429
1430/*
1431 * function: vanish mapstruct
1432 * m : pointer to mapstruct, if NULL no action
1433 * this deletes all the data on the map (freeing pointers)
1434 * and then removes this map from the global linked list of maps.
1435 */
1436
1437void delete_map(mapstruct *m) {
1438 mapstruct *tmp, *last;
1439 int i;
1440
1441 if (!m)
1442 return;
1443
1444 m->clear ();
1445
1446 if (m->in_memory == MAP_IN_MEMORY) {
1447 /* change to MAP_SAVING, even though we are not,
1448 * so that remove_ob doesn't do as much work.
1449 */ 1007 {
1450 m->in_memory = MAP_SAVING; 1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1451 free_map (m, 1); 1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1452 } 1010 continue;
1453 /* move this out of free_map, since tmpname can still be needed if
1454 * the map is swapped out.
1455 */
1456 if (m->tmpname) {
1457 free(m->tmpname);
1458 m->tmpname=NULL;
1459 }
1460 last = NULL;
1461 /* We need to look through all the maps and see if any maps
1462 * are pointing at this one for tiling information. Since
1463 * tiling can be assymetric, we just can not look to see which
1464 * maps this map tiles with and clears those.
1465 */
1466 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1467 if (tmp->next == m) last = tmp;
1468
1469 /* This should hopefully get unrolled on a decent compiler */
1470 for (i=0; i<4; i++)
1471 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1472 }
1473
1474 /* If last is null, then this should be the first map in the list */
1475 if (!last) {
1476 if (m == first_map)
1477 first_map = m->next;
1478 else
1479 /* m->path is a static char, so should hopefully still have
1480 * some useful data in it.
1481 */
1482 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1483 m->path);
1484 }
1485 else
1486 last->next = m->next;
1487
1488 delete m;
1489}
1490
1491
1492
1493/*
1494 * Makes sure the given map is loaded and swapped in.
1495 * name is path name of the map.
1496 * flags meaning:
1497 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1498 * and don't do unique items or the like.
1499 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1500 * dont do any more name translation on it.
1501 *
1502 * Returns a pointer to the given map.
1503 */
1504
1505mapstruct *ready_map_name(const char *name, int flags) {
1506 mapstruct *m;
1507
1508 if (!name)
1509 return (NULL);
1510
1511 /* Have we been at this level before? */
1512 m = has_been_loaded (name);
1513
1514 /* Map is good to go, so just return it */
1515 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1516 return m;
1517 }
1518
1519 /* unique maps always get loaded from their original location, and never
1520 * a temp location. Likewise, if map_flush is set, or we have never loaded
1521 * this map, load it now. I removed the reset checking from here -
1522 * it seems the probability of a player trying to enter a map that should
1523 * reset but hasn't yet is quite low, and removing that makes this function
1524 * a bit cleaner (and players probably shouldn't rely on exact timing for
1525 * resets in any case - if they really care, they should use the 'maps command.
1526 */
1527 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1528
1529 /* first visit or time to reset */
1530 if (m) {
1531 clean_tmp_map(m); /* Doesn't make much difference */
1532 delete_map(m);
1533 } 1011 }
1534 1012
1535 /* create and load a map */ 1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1536 if (flags & MAP_PLAYER_UNIQUE)
1537 LOG(llevDebug, "Trying to load map %s.\n", name);
1538 else
1539 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1540
1541 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1542 //0.414906024932861
1543 //0.427063941955566
1544 eval_pv ("$x = Event::time", 1);//D
1545 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1546 return (NULL);
1547 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1548
1549 fix_auto_apply(m); /* Chests which open as default */
1550
1551 /* If a player unique map, no extra unique object file to load.
1552 * if from the editor, likewise.
1553 */ 1014 {
1554 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1015 update_button (ol->ob);
1555 load_unique_objects(m); 1016 break;
1556
1557 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1558 m=load_overlay_map(name, m);
1559 if (m==NULL)
1560 return NULL;
1561 } 1017 }
1562
1563 if (flags & MAP_PLAYER_UNIQUE)
1564 INVOKE_MAP (SWAPIN, m);
1565
1566 } else {
1567 /* If in this loop, we found a temporary map, so load it up. */
1568
1569 m=load_temporary_map (m);
1570 if(m==NULL) return NULL;
1571 load_unique_objects(m);
1572
1573 clean_tmp_map(m);
1574 m->in_memory = MAP_IN_MEMORY;
1575 /* tempnam() on sun systems (probably others) uses malloc
1576 * to allocated space for the string. Free it here.
1577 * In some cases, load_temporary_map above won't find the
1578 * temporary map, and so has reloaded a new map. If that
1579 * is the case, tmpname is now null
1580 */
1581 if (m->tmpname) free(m->tmpname);
1582 m->tmpname = NULL;
1583 /* It's going to be saved anew anyway */
1584 } 1018 }
1585
1586 /* Below here is stuff common to both first time loaded maps and
1587 * temp maps.
1588 */
1589
1590 decay_objects(m); /* start the decay */
1591 /* In case other objects press some buttons down */
1592 update_buttons(m);
1593 if (m->outdoor)
1594 set_darkness_map(m);
1595 /* run the weather over this map */
1596 weather_effect(name);
1597 return m;
1598} 1019}
1599
1600 1020
1601/* 1021/*
1602 * This routine is supposed to find out the difficulty of the map. 1022 * This routine is supposed to find out the difficulty of the map.
1603 * difficulty does not have a lot to do with character level, 1023 * difficulty does not have a lot to do with character level,
1604 * but does have a lot to do with treasure on the map. 1024 * but does have a lot to do with treasure on the map.
1606 * Difficulty can now be set by the map creature. If the value stored 1026 * Difficulty can now be set by the map creature. If the value stored
1607 * in the map is zero, then use this routine. Maps should really 1027 * in the map is zero, then use this routine. Maps should really
1608 * have a difficulty set than using this function - human calculation 1028 * have a difficulty set than using this function - human calculation
1609 * is much better than this functions guesswork. 1029 * is much better than this functions guesswork.
1610 */ 1030 */
1611 1031int
1612int calculate_difficulty(mapstruct *m) { 1032maptile::estimate_difficulty () const
1613 object *op; 1033{
1614 archetype *at;
1615 int x, y, i, diff;
1616 long monster_cnt = 0; 1034 long monster_cnt = 0;
1617 double avgexp = 0; 1035 double avgexp = 0;
1618 sint64 total_exp = 0; 1036 sint64 total_exp = 0;
1619 1037
1620 if (MAP_DIFFICULTY (m)) 1038 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1621 { 1039 for (object *op = ms->bot; op; op = op->above)
1622 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1623 return MAP_DIFFICULTY (m);
1624 }
1625
1626 for(x = 0; x < MAP_WIDTH(m); x++)
1627 for(y = 0; y < MAP_HEIGHT(m); y++)
1628 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1629 { 1040 {
1630 if(QUERY_FLAG (op, FLAG_MONSTER)) 1041 if (QUERY_FLAG (op, FLAG_MONSTER))
1631 { 1042 {
1632 total_exp += op->stats.exp; 1043 total_exp += op->stats.exp;
1633 monster_cnt++; 1044 monster_cnt++;
1634 } 1045 }
1635 1046
1636 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1047 if (QUERY_FLAG (op, FLAG_GENERATOR))
1637 { 1048 {
1638 total_exp += op->stats.exp; 1049 total_exp += op->stats.exp;
1050
1639 at = type_to_archetype(GENERATE_TYPE (op)); 1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1640
1641 if(at != NULL)
1642 total_exp += at->clone.stats.exp * 8; 1052 total_exp += at->stats.exp * 8;
1643 1053
1644 monster_cnt++; 1054 monster_cnt++;
1645 } 1055 }
1646 } 1056 }
1647 1057
1648 avgexp = (double) total_exp / monster_cnt; 1058 avgexp = (double) total_exp / monster_cnt;
1649 1059
1650 for (i = 1; i <= settings.max_level; i++) 1060 for (int i = 1; i <= settings.max_level; i++)
1651 {
1652 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1061 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1653 {
1654 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1655 return i; 1062 return i;
1656 }
1657 }
1658 1063
1659 return 1; 1064 return 1;
1660}
1661
1662void clean_tmp_map(mapstruct *m) {
1663 if(m->tmpname == NULL)
1664 return;
1665 INVOKE_MAP (CLEAN, m);
1666 (void) unlink(m->tmpname);
1667}
1668
1669void free_all_maps(void)
1670{
1671 int real_maps=0;
1672
1673 while (first_map) {
1674 /* I think some of the callers above before it gets here set this to be
1675 * saving, but we still want to free this data
1676 */
1677 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1678 delete_map(first_map);
1679 real_maps++;
1680 }
1681 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1682} 1065}
1683 1066
1684/* change_map_light() - used to change map light level (darkness) 1067/* change_map_light() - used to change map light level (darkness)
1685 * up or down. Returns true if successful. It should now be 1068 * up or down. Returns true if successful. It should now be
1686 * possible to change a value by more than 1. 1069 * possible to change a value by more than 1.
1687 * Move this from los.c to map.c since this is more related 1070 * Move this from los.c to map.c since this is more related
1688 * to maps than los. 1071 * to maps than los.
1689 * postive values make it darker, negative make it brighter 1072 * postive values make it darker, negative make it brighter
1690 */ 1073 */
1691 1074int
1692int change_map_light(mapstruct *m, int change) { 1075maptile::change_map_light (int change)
1076{
1693 int new_level = m->darkness + change; 1077 int new_level = darkness + change;
1694 1078
1695 /* Nothing to do */ 1079 /* Nothing to do */
1696 if(!change || (new_level <= 0 && m->darkness == 0) || 1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1697 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1698 return 0; 1081 return 0;
1699 }
1700 1082
1701 /* inform all players on the map */ 1083 /* inform all players on the map */
1702 if (change>0) 1084 if (change > 0)
1703 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1704 else 1086 else
1705 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1706 1088
1707 /* Do extra checking. since m->darkness is a unsigned value, 1089 /* Do extra checking. since darkness is a unsigned value,
1708 * we need to be extra careful about negative values. 1090 * we need to be extra careful about negative values.
1709 * In general, the checks below are only needed if change 1091 * In general, the checks below are only needed if change
1710 * is not +/-1 1092 * is not +/-1
1711 */ 1093 */
1712 if (new_level < 0) m->darkness = 0; 1094 if (new_level < 0)
1713 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1095 darkness = 0;
1096 else if (new_level >= MAX_DARKNESS)
1097 darkness = MAX_DARKNESS;
1098 else
1714 else m->darkness=new_level; 1099 darkness = new_level;
1715 1100
1716 /* All clients need to get re-updated for the change */ 1101 /* All clients need to get re-updated for the change */
1717 update_all_map_los(m); 1102 update_all_map_los (this);
1718 return 1; 1103 return 1;
1719} 1104}
1720
1721 1105
1722/* 1106/*
1723 * This function updates various attributes about a specific space 1107 * This function updates various attributes about a specific space
1724 * on the map (what it looks like, whether it blocks magic, 1108 * on the map (what it looks like, whether it blocks magic,
1725 * has a living creatures, prevents people from passing 1109 * has a living creatures, prevents people from passing
1726 * through, etc) 1110 * through, etc)
1727 */ 1111 */
1728void update_position (mapstruct *m, int x, int y) { 1112void
1113mapspace::update_ ()
1114{
1729 object *tmp, *last = NULL; 1115 object *tmp, *last = 0;
1730 uint8 flags = 0, oldflags, light=0, anywhere=0; 1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1731 New_Face *top,*floor, *middle;
1732 object *top_obj, *floor_obj, *middle_obj;
1733 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1734 1118
1735 oldflags = GET_MAP_FLAGS(m,x,y); 1119 //object *middle = 0;
1736 if (!(oldflags & P_NEED_UPDATE)) { 1120 //object *top = 0;
1737 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1121 //object *floor = 0;
1738 m->path, x, y); 1122 // this seems to generate better code than using locals, above
1739 return; 1123 object *&top = faces_obj[0] = 0;
1740 } 1124 object *&middle = faces_obj[1] = 0;
1125 object *&floor = faces_obj[2] = 0;
1741 1126
1742 middle=blank_face;
1743 top=blank_face;
1744 floor=blank_face;
1745
1746 middle_obj = NULL;
1747 top_obj = NULL;
1748 floor_obj = NULL;
1749
1750 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1751 1128 {
1752 /* This could be made additive I guess (two lights better than 1129 /* This could be made additive I guess (two lights better than
1753 * one). But if so, it shouldn't be a simple additive - 2 1130 * one). But if so, it shouldn't be a simple additive - 2
1754 * light bulbs do not illuminate twice as far as once since 1131 * light bulbs do not illuminate twice as far as once since
1755 * it is a disapation factor that is squared (or is it cubed?) 1132 * it is a dissapation factor that is cubed.
1756 */ 1133 */
1757 if (tmp->glow_radius > light) light = tmp->glow_radius; 1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius;
1758 1136
1759 /* This call is needed in order to update objects the player 1137 /* This call is needed in order to update objects the player
1760 * is standing in that have animations (ie, grass, fire, etc). 1138 * is standing in that have animations (ie, grass, fire, etc).
1761 * However, it also causes the look window to be re-drawn 1139 * However, it also causes the look window to be re-drawn
1762 * 3 times each time the player moves, because many of the 1140 * 3 times each time the player moves, because many of the
1763 * functions the move_player calls eventualy call this. 1141 * functions the move_player calls eventualy call this.
1764 * 1142 *
1765 * Always put the player down for drawing. 1143 * Always put the player down for drawing.
1766 */ 1144 */
1767 if (!tmp->invisible) { 1145 if (!tmp->invisible)
1146 {
1768 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1769 top = tmp->face;
1770 top_obj = tmp; 1148 top = tmp;
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 {
1151 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them.
1153 */
1154 middle = 0;
1155 top = 0;
1156 floor = tmp;
1771 } 1157 }
1158 /* Flag anywhere have high priority */
1772 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1773 /* If we got a floor, that means middle and top were below it,
1774 * so should not be visible, so we clear them.
1775 */ 1160 {
1776 middle=blank_face; 1161 middle = tmp;
1777 top=blank_face; 1162 anywhere = 1;
1778 floor = tmp->face;
1779 floor_obj = tmp;
1780 } 1163 }
1781 /* Flag anywhere have high priority */ 1164 /* Find the highest visible face around. If equal
1782 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1165 * visibilities, we still want the one nearer to the
1166 * top
1167 */
1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1783 middle = tmp->face; 1169 middle = tmp;
1170 }
1784 1171
1172 if (tmp == tmp->above)
1173 {
1174 LOG (llevError, "Error in structure of map\n");
1175 exit (-1);
1176 }
1177
1178 move_slow |= tmp->move_slow;
1179 move_block |= tmp->move_block;
1180 move_on |= tmp->move_on;
1181 move_off |= tmp->move_off;
1182 move_allow |= tmp->move_allow;
1183
1184 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1185 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1186 if (tmp->type == PLAYER) flags |= P_PLAYER;
1187 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1188 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1189 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1190 }
1191
1192 this->light = light;
1193 this->flags_ = flags;
1194 this->move_block = move_block & ~move_allow;
1195 this->move_on = move_on;
1196 this->move_off = move_off;
1197 this->move_slow = move_slow;
1198
1199 /* At this point, we have a floor face (if there is a floor),
1200 * and the floor is set - we are not going to touch it at
1201 * this point.
1202 * middle contains the highest visibility face.
1203 * top contains a player/monster face, if there is one.
1204 *
1205 * We now need to fill in top.face and/or middle.face.
1206 */
1207
1208 /* If the top face also happens to be high visibility, re-do our
1209 * middle face. This should not happen, as we already have the
1210 * else statement above so middle should not get set. OTOH, it
1211 * may be possible for the faces to match but be different objects.
1212 */
1213 if (top == middle)
1214 middle = 0;
1215
1216 /* There are three posibilities at this point:
1217 * 1) top face is set, need middle to be set.
1218 * 2) middle is set, need to set top.
1219 * 3) neither middle or top is set - need to set both.
1220 */
1221
1222 for (tmp = last; tmp; tmp = tmp->below)
1223 {
1224 /* Once we get to a floor, stop, since we already have a floor object */
1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1226 break;
1227
1228 /* If two top faces are already set, quit processing */
1229 if (top && middle)
1230 break;
1231
1232 /* Only show visible faces */
1233 if (!tmp->invisible)
1234 {
1235 /* Fill in top if needed */
1236 if (!top)
1237 {
1238 top = tmp;
1239 if (top == middle)
1785 middle_obj = tmp; 1240 middle = 0;
1786 anywhere =1;
1787 } 1241 }
1788 /* Find the highest visible face around. If equal 1242 else
1789 * visibilities, we still want the one nearer to the
1790 * top
1791 */
1792 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1793 middle = tmp->face;
1794 middle_obj = tmp;
1795 } 1243 {
1796 }
1797 if (tmp==tmp->above) {
1798 LOG(llevError, "Error in structure of map\n");
1799 exit (-1);
1800 }
1801
1802 move_slow |= tmp->move_slow;
1803 move_block |= tmp->move_block;
1804 move_on |= tmp->move_on;
1805 move_off |= tmp->move_off;
1806 move_allow |= tmp->move_allow;
1807
1808 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1809 flags |= P_IS_ALIVE;
1810 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1811 flags |= P_NO_MAGIC;
1812 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1813 flags |= P_NO_CLERIC;
1814 if (tmp->type == SAFE_GROUND)
1815 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1816
1817 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1818 flags |= P_BLOCKSVIEW;
1819 } /* for stack of objects */
1820
1821 /* we don't want to rely on this function to have accurate flags, but
1822 * since we're already doing the work, we calculate them here.
1823 * if they don't match, logic is broken someplace.
1824 */
1825 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1826 (!(oldflags & P_NO_ERROR))) {
1827 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1828 m->path, x, y,
1829 (oldflags & ~P_NEED_UPDATE), flags);
1830 }
1831 SET_MAP_FLAGS(m, x, y, flags);
1832 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1833 SET_MAP_MOVE_ON(m, x, y, move_on);
1834 SET_MAP_MOVE_OFF(m, x, y, move_off);
1835 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1836
1837 /* At this point, we have a floor face (if there is a floor),
1838 * and the floor is set - we are not going to touch it at
1839 * this point.
1840 * middle contains the highest visibility face.
1841 * top contains a player/monster face, if there is one.
1842 *
1843 * We now need to fill in top.face and/or middle.face.
1844 */
1845
1846 /* If the top face also happens to be high visibility, re-do our
1847 * middle face. This should not happen, as we already have the
1848 * else statement above so middle should not get set. OTOH, it
1849 * may be possible for the faces to match but be different objects.
1850 */
1851 if (top == middle) middle=blank_face;
1852
1853 /* There are three posibilities at this point:
1854 * 1) top face is set, need middle to be set.
1855 * 2) middle is set, need to set top.
1856 * 3) neither middle or top is set - need to set both.
1857 */
1858
1859 for (tmp=last; tmp; tmp=tmp->below) {
1860 /* Once we get to a floor, stop, since we already have a floor object */
1861 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1862
1863 /* If two top faces are already set, quit processing */
1864 if ((top != blank_face) && (middle != blank_face)) break;
1865
1866 /* Only show visible faces, unless its the editor - show all */
1867 if (!tmp->invisible || editor) {
1868 /* Fill in top if needed */
1869 if (top == blank_face) {
1870 top = tmp->face;
1871 top_obj = tmp;
1872 if (top == middle) middle=blank_face;
1873 } else {
1874 /* top is already set - we should only get here if 1244 /* top is already set - we should only get here if
1875 * middle is not set 1245 * middle is not set
1876 * 1246 *
1877 * Set the middle face and break out, since there is nothing 1247 * Set the middle face and break out, since there is nothing
1878 * more to fill in. We don't check visiblity here, since 1248 * more to fill in. We don't check visiblity here, since
1879 * 1249 *
1880 */ 1250 */
1881 if (tmp->face != top ) { 1251 if (tmp != top)
1882 middle = tmp->face; 1252 {
1883 middle_obj = tmp; 1253 middle = tmp;
1884 break; 1254 break;
1885 } 1255 }
1886 } 1256 }
1887 } 1257 }
1888 } 1258 }
1889 if (middle == floor) middle = blank_face;
1890 if (top == middle) middle = blank_face;
1891 SET_MAP_FACE(m,x,y,top,0);
1892 if(top != blank_face)
1893 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1894 else
1895 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1896 SET_MAP_FACE(m,x,y,middle,1);
1897 if(middle != blank_face)
1898 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1899 else
1900 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1901 SET_MAP_FACE(m,x,y,floor,2);
1902 if(floor != blank_face)
1903 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1904 else
1905 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1906 SET_MAP_LIGHT(m,x,y,light);
1907}
1908 1259
1260 if (middle == floor)
1261 middle = 0;
1909 1262
1910void set_map_reset_time(mapstruct *map) { 1263 if (top == middle)
1911 int timeout; 1264 middle = 0;
1912 1265
1913 timeout = MAP_RESET_TIMEOUT(map); 1266#if 0
1914 if (timeout <= 0) 1267 faces_obj [0] = top;
1915 timeout = MAP_DEFAULTRESET; 1268 faces_obj [1] = middle;
1916 if (timeout >= MAP_MAXRESET) 1269 faces_obj [2] = floor;
1917 timeout = MAP_MAXRESET; 1270#endif
1918 MAP_WHEN_RESET(map) = seconds()+timeout;
1919} 1271}
1920 1272
1273uint64
1274mapspace::volume () const
1275{
1276 uint64 vol = 0;
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282}
1283
1921/* this updates the orig_map->tile_map[tile_num] value after loading 1284/* this updates the orig_map->tile_map[tile_num] value after finding
1922 * the map. It also takes care of linking back the freshly loaded 1285 * the map. It also takes care of linking back the freshly found
1923 * maps tile_map values if it tiles back to this one. It returns 1286 * maps tile_map values if it tiles back to this one. It returns
1924 * the value of orig_map->tile_map[tile_num]. It really only does this 1287 * the value of orig_map->tile_map[tile_num].
1925 * so that it is easier for calling functions to verify success.
1926 */ 1288 */
1927 1289static inline maptile *
1928static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1290find_and_link (maptile *orig_map, int tile_num)
1929{ 1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 }
1308
1930 int dest_tile = (tile_num +2) % 4; 1309 int dest_tile = (tile_num + 2) % 4;
1931 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1932 1310
1933 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1311 orig_map->tile_map [tile_num] = mp;
1934 1312
1935 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1313 // optimisation: back-link map to origin map if euclidean
1936 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1314 //TODO: non-euclidean maps MUST GO
1937 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1938 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1939 1317
1940 return orig_map->tile_map[tile_num]; 1318 return mp;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1941} 1325}
1942 1326
1943/* this returns TRUE if the coordinates (x,y) are out of 1327/* this returns TRUE if the coordinates (x,y) are out of
1944 * map m. This function also takes into account any 1328 * map m. This function also takes into account any
1945 * tiling considerations, loading adjacant maps as needed. 1329 * tiling considerations, loading adjacant maps as needed.
1946 * This is the function should always be used when it 1330 * This is the function should always be used when it
1947 * necessary to check for valid coordinates. 1331 * necessary to check for valid coordinates.
1948 * This function will recursively call itself for the 1332 * This function will recursively call itself for the
1949 * tiled maps. 1333 * tiled maps.
1950 * 1334 */
1951 * 1335int
1952 */
1953int out_of_map(mapstruct *m, int x, int y) 1336out_of_map (maptile *m, int x, int y)
1954{ 1337{
1955
1956 /* If we get passed a null map, this is obviously the 1338 /* If we get passed a null map, this is obviously the
1957 * case. This generally shouldn't happen, but if the 1339 * case. This generally shouldn't happen, but if the
1958 * map loads fail below, it could happen. 1340 * map loads fail below, it could happen.
1959 */ 1341 */
1960 if (!m) return 0; 1342 if (!m)
1961
1962 if (x<0) {
1963 if (!m->tile_path[3]) return 1;
1964 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1965 load_and_link_tiled_map(m, 3);
1966 }
1967 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1968 }
1969 if (x>=MAP_WIDTH(m)) {
1970 if (!m->tile_path[1]) return 1;
1971 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1972 load_and_link_tiled_map(m, 1);
1973 }
1974 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1975 }
1976 if (y<0) {
1977 if (!m->tile_path[0]) return 1;
1978 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1979 load_and_link_tiled_map(m, 0);
1980 }
1981 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1982 }
1983 if (y>=MAP_HEIGHT(m)) {
1984 if (!m->tile_path[2]) return 1;
1985 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1986 load_and_link_tiled_map(m, 2);
1987 }
1988 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1989 }
1990
1991 /* Simple case - coordinates are within this local
1992 * map.
1993 */
1994 return 0; 1343 return 0;
1344
1345 if (x < 0)
1346 {
1347 if (!m->tile_path[3])
1348 return 1;
1349
1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 3);
1352
1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1354 }
1355
1356 if (x >= m->width)
1357 {
1358 if (!m->tile_path[1])
1359 return 1;
1360
1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 1);
1363
1364 return out_of_map (m->tile_map[1], x - m->width, y);
1365 }
1366
1367 if (y < 0)
1368 {
1369 if (!m->tile_path[0])
1370 return 1;
1371
1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 0);
1374
1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1376 }
1377
1378 if (y >= m->height)
1379 {
1380 if (!m->tile_path[2])
1381 return 1;
1382
1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 2);
1385
1386 return out_of_map (m->tile_map[2], x, y - m->height);
1387 }
1388
1389 /* Simple case - coordinates are within this local
1390 * map.
1391 */
1392 return 0;
1995} 1393}
1996 1394
1997/* This is basically the same as out_of_map above, but 1395/* This is basically the same as out_of_map above, but
1998 * instead we return NULL if no map is valid (coordinates 1396 * instead we return NULL if no map is valid (coordinates
1999 * out of bounds and no tiled map), otherwise it returns 1397 * out of bounds and no tiled map), otherwise it returns
2000 * the map as that the coordinates are really on, and 1398 * the map as that the coordinates are really on, and
2001 * updates x and y to be the localized coordinates. 1399 * updates x and y to be the localised coordinates.
2002 * Using this is more efficient of calling out_of_map 1400 * Using this is more efficient of calling out_of_map
2003 * and then figuring out what the real map is 1401 * and then figuring out what the real map is
2004 */ 1402 */
2005mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1403maptile *
1404maptile::xy_find (sint16 &x, sint16 &y)
2006{ 1405{
2007 1406 if (x < 0)
2008 if (*x<0) {
2009 if (!m->tile_path[3]) return NULL;
2010 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2011 load_and_link_tiled_map(m, 3);
2012
2013 *x += MAP_WIDTH(m->tile_map[3]);
2014 return (get_map_from_coord(m->tile_map[3], x, y));
2015 } 1407 {
2016 if (*x>=MAP_WIDTH(m)) { 1408 if (!tile_path[3])
2017 if (!m->tile_path[1]) return NULL; 1409 return 0;
2018 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 1);
2020 1410
2021 *x -= MAP_WIDTH(m); 1411 find_and_link (this, 3);
2022 return (get_map_from_coord(m->tile_map[1], x, y)); 1412 x += tile_map[3]->width;
1413 return tile_map[3]->xy_find (x, y);
1414 }
1415
1416 if (x >= width)
2023 } 1417 {
2024 if (*y<0) { 1418 if (!tile_path[1])
2025 if (!m->tile_path[0]) return NULL; 1419 return 0;
2026 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2027 load_and_link_tiled_map(m, 0);
2028 1420
2029 *y += MAP_HEIGHT(m->tile_map[0]); 1421 find_and_link (this, 1);
2030 return (get_map_from_coord(m->tile_map[0], x, y)); 1422 x -= width;
1423 return tile_map[1]->xy_find (x, y);
1424 }
1425
1426 if (y < 0)
2031 } 1427 {
2032 if (*y>=MAP_HEIGHT(m)) { 1428 if (!tile_path[0])
2033 if (!m->tile_path[2]) return NULL; 1429 return 0;
2034 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map(m, 2);
2036 1430
2037 *y -= MAP_HEIGHT(m); 1431 find_and_link (this, 0);
2038 return (get_map_from_coord(m->tile_map[2], x, y)); 1432 y += tile_map[0]->height;
1433 return tile_map[0]->xy_find (x, y);
1434 }
1435
1436 if (y >= height)
2039 } 1437 {
1438 if (!tile_path[2])
1439 return 0;
2040 1440
1441 find_and_link (this, 2);
1442 y -= height;
1443 return tile_map[2]->xy_find (x, y);
1444 }
1445
2041 /* Simple case - coordinates are within this local 1446 /* Simple case - coordinates are within this local
2042 * map. 1447 * map.
2043 */ 1448 */
2044 1449 return this;
2045 return m;
2046} 1450}
2047 1451
2048/** 1452/**
2049 * Return whether map2 is adjacent to map1. If so, store the distance from 1453 * Return whether map2 is adjacent to map1. If so, store the distance from
2050 * map1 to map2 in dx/dy. 1454 * map1 to map2 in dx/dy.
2051 */ 1455 */
1456int
2052static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1458{
2053 if (!map1 || !map2) 1459 if (!map1 || !map2)
2054 return 0; 1460 return 0;
2055 1461
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!)
2056 if (map1 == map2) { 1464 if (map1 == map2)
1465 {
2057 *dx = 0; 1466 *dx = 0;
2058 *dy = 0; 1467 *dy = 0;
2059 1468 }
2060 } else if (map1->tile_map[0] == map2) { /* up */ 1469 else if (map1->tile_map[0] == map2)
1470 { /* up */
2061 *dx = 0; 1471 *dx = 0;
2062 *dy = -MAP_HEIGHT(map2); 1472 *dy = -map2->height;
1473 }
2063 } else if (map1->tile_map[1] == map2) { /* right */ 1474 else if (map1->tile_map[1] == map2)
2064 *dx = MAP_WIDTH(map1); 1475 { /* right */
1476 *dx = map1->width;
2065 *dy = 0; 1477 *dy = 0;
1478 }
2066 } else if (map1->tile_map[2] == map2) { /* down */ 1479 else if (map1->tile_map[2] == map2)
1480 { /* down */
2067 *dx = 0; 1481 *dx = 0;
2068 *dy = MAP_HEIGHT(map1); 1482 *dy = map1->height;
1483 }
2069 } else if (map1->tile_map[3] == map2) { /* left */ 1484 else if (map1->tile_map[3] == map2)
2070 *dx = -MAP_WIDTH(map2); 1485 { /* left */
1486 *dx = -map2->width;
2071 *dy = 0; 1487 *dy = 0;
2072 1488 }
2073 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1490 { /* up right */
2074 *dx = MAP_WIDTH(map1->tile_map[0]); 1491 *dx = map1->tile_map[0]->width;
2075 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1492 *dy = -map1->tile_map[0]->height;
1493 }
2076 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1494 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2077 *dx = -MAP_WIDTH(map2); 1495 { /* up left */
2078 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1496 *dx = -map2->width;
1497 *dy = -map1->tile_map[0]->height;
1498 }
2079 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1499 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2080 *dx = MAP_WIDTH(map1); 1500 { /* right up */
2081 *dy = -MAP_HEIGHT(map2); 1501 *dx = map1->width;
1502 *dy = -map2->height;
1503 }
2082 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1504 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2083 *dx = MAP_WIDTH(map1); 1505 { /* right down */
2084 *dy = MAP_HEIGHT(map1->tile_map[1]); 1506 *dx = map1->width;
1507 *dy = map1->tile_map[1]->height;
1508 }
2085 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1509 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1510 { /* down right */
2086 *dx = MAP_WIDTH(map1->tile_map[2]); 1511 *dx = map1->tile_map[2]->width;
2087 *dy = MAP_HEIGHT(map1); 1512 *dy = map1->height;
1513 }
2088 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1514 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2089 *dx = -MAP_WIDTH(map2); 1515 { /* down left */
2090 *dy = MAP_HEIGHT(map1); 1516 *dx = -map2->width;
1517 *dy = map1->height;
1518 }
2091 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1519 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1520 { /* left up */
2092 *dx = -MAP_WIDTH(map1->tile_map[3]); 1521 *dx = -map1->tile_map[3]->width;
2093 *dy = -MAP_HEIGHT(map2); 1522 *dy = -map2->height;
1523 }
2094 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1524 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1525 { /* left down */
2095 *dx = -MAP_WIDTH(map1->tile_map[3]); 1526 *dx = -map1->tile_map[3]->width;
2096 *dy = MAP_HEIGHT(map1->tile_map[3]); 1527 *dy = map1->tile_map[3]->height;
2097
2098 } else { /* not "adjacent" enough */
2099 return 0;
2100 } 1528 }
2101 1529 else
2102 return 1; 1530 return 0;
1531
1532 return 1;
1533}
1534
1535maptile *
1536maptile::xy_load (sint16 &x, sint16 &y)
1537{
1538 maptile *map = xy_find (x, y);
1539
1540 if (map)
1541 map->load_sync ();
1542
1543 return map;
1544}
1545
1546maptile *
1547get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1548{
1549 return m->xy_load (*x, *y);
2103} 1550}
2104 1551
2105/* From map.c 1552/* From map.c
2106 * This is used by get_player to determine where the other 1553 * This is used by get_player to determine where the other
2107 * creature is. get_rangevector takes into account map tiling, 1554 * creature is. get_rangevector takes into account map tiling,
2108 * so you just can not look the the map coordinates and get the 1555 * so you just can not look the the map coordinates and get the
2109 * righte value. distance_x/y are distance away, which 1556 * righte value. distance_x/y are distance away, which
2110 * can be negativbe. direction is the crossfire direction scheme 1557 * can be negative. direction is the crossfire direction scheme
2111 * that the creature should head. part is the part of the 1558 * that the creature should head. part is the part of the
2112 * monster that is closest. 1559 * monster that is closest.
2113 * 1560 *
2114 * get_rangevector looks at op1 and op2, and fills in the 1561 * get_rangevector looks at op1 and op2, and fills in the
2115 * structure for op1 to get to op2. 1562 * structure for op1 to get to op2.
2120 * be unexpected 1567 * be unexpected
2121 * 1568 *
2122 * currently, the only flag supported (0x1) is don't translate for 1569 * currently, the only flag supported (0x1) is don't translate for
2123 * closest body part of 'op1' 1570 * closest body part of 'op1'
2124 */ 1571 */
2125 1572void
2126void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1573get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1574{
2127 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1576 {
2128 /* be conservative and fill in _some_ data */ 1577 /* be conservative and fill in _some_ data */
2129 retval->distance = 100000; 1578 retval->distance = 10000;
2130 retval->distance_x = 32767; 1579 retval->distance_x = 10000;
2131 retval->distance_y = 32767; 1580 retval->distance_y = 10000;
2132 retval->direction = 0; 1581 retval->direction = 0;
2133 retval->part = 0; 1582 retval->part = 0;
2134 } else { 1583 }
1584 else
1585 {
2135 object *best; 1586 object *best;
2136 1587
2137 retval->distance_x += op2->x-op1->x; 1588 retval->distance_x += op2->x - op1->x;
2138 retval->distance_y += op2->y-op1->y; 1589 retval->distance_y += op2->y - op1->y;
2139 1590
2140 best = op1; 1591 best = op1;
2141 /* If this is multipart, find the closest part now */ 1592 /* If this is multipart, find the closest part now */
2142 if (!(flags&0x1) && op1->more) { 1593 if (!(flags & 0x1) && op1->more)
2143 object *tmp; 1594 {
2144 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2145 retval->distance_y*retval->distance_y, tmpi;
2146 1596
2147 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2148 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2149 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2150 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2151 * below works. 1601 * below works.
2152 */ 1602 */
2153 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 {
2154 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2155 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2156 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2157 best_distance = tmpi; 1609 best_distance = tmpi;
2158 best = tmp; 1610 best = tmp;
2159 } 1611 }
2160 } 1612 }
1613
2161 if (best != op1) { 1614 if (best != op1)
1615 {
2162 retval->distance_x += op1->x-best->x; 1616 retval->distance_x += op1->x - best->x;
2163 retval->distance_y += op1->y-best->y; 1617 retval->distance_y += op1->y - best->y;
2164 } 1618 }
2165 } 1619 }
1620
2166 retval->part = best; 1621 retval->part = best;
2167 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1622 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2168 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2169 } 1624 }
2170} 1625}
2171 1626
2172/* this is basically the same as get_rangevector above, but instead of 1627/* this is basically the same as get_rangevector above, but instead of
2173 * the first parameter being an object, it instead is the map 1628 * the first parameter being an object, it instead is the map
2177 * flags has no meaning for this function at this time - I kept it in to 1632 * flags has no meaning for this function at this time - I kept it in to
2178 * be more consistant with the above function and also in case they are needed 1633 * be more consistant with the above function and also in case they are needed
2179 * for something in the future. Also, since no object is pasted, the best 1634 * for something in the future. Also, since no object is pasted, the best
2180 * field of the rv_vector is set to NULL. 1635 * field of the rv_vector is set to NULL.
2181 */ 1636 */
2182 1637void
2183void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1639{
2184 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 {
2185 /* be conservative and fill in _some_ data */ 1642 /* be conservative and fill in _some_ data */
2186 retval->distance = 100000; 1643 retval->distance = 100000;
2187 retval->distance_x = 32767; 1644 retval->distance_x = 32767;
2188 retval->distance_y = 32767; 1645 retval->distance_y = 32767;
2189 retval->direction = 0; 1646 retval->direction = 0;
2190 retval->part = 0; 1647 retval->part = 0;
2191 } else { 1648 }
1649 else
1650 {
2192 retval->distance_x += op2->x-x; 1651 retval->distance_x += op2->x - x;
2193 retval->distance_y += op2->y-y; 1652 retval->distance_y += op2->y - y;
2194 1653
2195 retval->part = NULL; 1654 retval->part = NULL;
2196 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
2197 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2198 } 1657 }
2199} 1658}
2200 1659
2201/* Returns true of op1 and op2 are effectively on the same map 1660/* Returns true of op1 and op2 are effectively on the same map
2202 * (as related to map tiling). Note that this looks for a path from 1661 * (as related to map tiling). Note that this looks for a path from
2203 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1662 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2204 * to op1, this will still return false. 1663 * to op1, this will still return false.
2205 * Note we only look one map out to keep the processing simple 1664 * Note we only look one map out to keep the processing simple
2206 * and efficient. This could probably be a macro. 1665 * and efficient. This could probably be a macro.
2207 * MSW 2001-08-05 1666 * MSW 2001-08-05
2208 */ 1667 */
1668int
2209int on_same_map(const object *op1, const object *op2) { 1669on_same_map (const object *op1, const object *op2)
1670{
2210 int dx, dy; 1671 int dx, dy;
2211 1672
2212 return adjacent_map(op1->map, op2->map, &dx, &dy); 1673 return adjacent_map (op1->map, op2->map, &dx, &dy);
2213} 1674}
1675
1676object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683}
1684
1685region *
1686maptile::region (int x, int y) const
1687{
1688 if (regions
1689 && regionmap
1690 && !OUT_OF_REAL_MAP (this, x, y))
1691 if (struct region *reg = regionmap [regions [y * width + x]])
1692 return reg;
1693
1694 if (default_region)
1695 return default_region;
1696
1697 return ::region::default_region ();
1698}
1699
1700/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */
1704object *
1705maptile::pick_random_object () const
1706{
1707 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me.
1712 */
1713 for (int i = 1000; --i;)
1714 {
1715 object *pick = at (rndm (width), rndm (height)).bot;
1716
1717 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick)
1719 return pick->head_ ();
1720 }
1721
1722 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked");
1724}
1725

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