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Comparing deliantra/server/common/map.C (file contents):
Revision 1.26 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: map.C,v 1.26 2006/09/07 09:37:12 pippijn 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
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 24#include <unistd.h>
36#endif /* win32 */ 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
37 30
38#include "path.h" 31#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
59/*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157#ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161#endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233}
234 32
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
240 * by a P_NEW_MAP value, another call to get_map_from_coord 38 * 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 39 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
244 */ 42 */
43int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 45{
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; 46 sint16 newx = x;
253 newy = y; 47 sint16 newy = y;
48
254 mp = get_map_from_coord(oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 50
256 retval |= P_NEW_MAP; 51 if (!mp)
52 return P_OUT_OF_MAP;
53
257 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 55 if (nx) *nx = newx;
259 if (ny) *ny = newy; 56 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 57
262 if (retval & P_SAFE) 58 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} 59}
267
268 60
269/* 61/*
270 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 68 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 69 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 71 * by the caller.
280 */ 72 */
281 73int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{
283 object *tmp; 76 object *tmp;
284 int mflags, blocked; 77 int mflags, blocked;
285 78
286 /* Make sure the coordinates are valid - they should be, as caller should 79 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 80 * have already checked this.
288 */ 81 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 82 if (OUT_OF_REAL_MAP (m, sx, sy))
83 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 85 return 1;
292 } 86 }
293 87
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 89 * directly.
296 */ 90 */
297 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
298 92
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 94
301 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 97 * things we need to do for players.
304 */ 98 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0;
306 101
307 /* if there isn't anytyhing alive on this space, and this space isn't 102 /* 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 103 * 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 104 * 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 105 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 106 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
313 */ 108 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110 return 0;
315 111
316 if(ob->head != NULL) 112 ob = ob->head_ ();
317 ob=ob->head;
318 113
319 /* We basically go through the stack of objects, and if there is 114 /* 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 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
323 */ 118 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 {
325 121
326 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 {
328 /* If last_sp is set, the player/monster needs an object, 125 /* 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 126 * so we check for it. If they don't have it, they can't
330 * pass through this space. 127 * pass through this space.
331 */ 128 */
332 if (tmp->last_sp) { 129 if (tmp->last_sp)
130 {
333 if (check_inv_recursive(ob,tmp)==NULL) 131 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 132 return 1;
335 else 133 else
336 continue; 134 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 } 135 }
346 } /* if check_inv */
347 else { 136 else
137 {
138 /* In this case, the player must not have the object -
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else
148 {
348 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
350 * movement, can't move here. 151 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
352 * hidden dm 153 * hidden dm
353 */ 154 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 155 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; 156 return 1;
157
158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1;
358 } 164 }
359 165
360 } 166 }
361 return 0; 167 return 0;
362} 168}
363
364 169
365/* 170/*
366 * Returns true if the given object can't fit in the given spot. 171 * 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, 172 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
386 * 191 *
387 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
389 * against the move_block values. 194 * against the move_block values.
390 */ 195 */
391 196int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
198{
393 archetype *tmp; 199 archetype *tmp;
394 int flag; 200 int flag;
395 mapstruct *m1; 201 maptile *m1;
396 sint16 sx, sy; 202 sint16 sx, sy;
397 203
398 if(ob==NULL) { 204 if (!ob)
205 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
401 209
402 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
212 }
213
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
404 } 215 {
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); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
408 217
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 218 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 219 return P_OUT_OF_MAP;
220 if (flag & P_IS_ALIVE)
221 return P_IS_ALIVE;
411 222
223 mapspace &ms = m1->at (sx, sy);
224
412 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 226 * 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. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 228 */
416 229
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
231 continue;
418 232
419 /* Note it is intentional that we check ob - the movement type of the 233 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
421 */ 235 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 237 return P_NO_PASS;
424
425 } 238 }
239
426 return 0; 240 return 0;
427} 241}
428 242
429/* When the map is loaded, load_object does not actually insert objects 243/* 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 244 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 245 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
434 */ 248 */
435 249void
436void fix_container(object *container) 250fix_container (object *container)
437{ 251{
438 object *tmp=container->inv, *next; 252 object *tmp = container->inv, *next;
439 253
440 container->inv=NULL; 254 container->inv = 0;
441 while (tmp!=NULL) { 255 while (tmp)
256 {
442 next = tmp->below; 257 next = tmp->below;
443 if (tmp->inv) 258 if (tmp->inv)
444 fix_container(tmp); 259 fix_container (tmp);
260
445 (void) insert_ob_in_ob(tmp,container); 261 insert_ob_in_ob (tmp, container);
446 tmp = next; 262 tmp = next;
447 } 263 }
264
448 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 266 * carrying.
450 */ 267 */
451 sum_weight(container); 268 sum_weight (container);
269}
270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
452} 280}
453 281
454/* link_multipart_objects go through all the objects on the map looking 282/* 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 283 * 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 284 * 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 285 * they are saved).
458 * the more sections and not re-add sections for them.
459 */ 286 */
460 287void
461static void link_multipart_objects(mapstruct *m) 288maptile::link_multipart_objects ()
462{ 289{
463 int x,y; 290 if (!spaces)
464 object *tmp, *op, *last, *above; 291 return;
465 archetype *at;
466 292
467 for(x=0;x<MAP_WIDTH(m);x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 294 {
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 295 object *op = ms->bot;
470 above=tmp->above; 296 while (op)
471 297 {
472 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 299 if (op->head_ () == op && !op->more && op->arch->more)
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */ 300 {
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 301 op->remove ();
479 op = arch_to_object(at); 302 op->expand_tail ();
480 303
481 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
482 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
483 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
484 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
485 op->map = m; 308
486 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
487 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
488 op->title = tmp->title; 311 }
489 /* we could link all the parts onto tmp, and then just 312 else
490 * call insert_ob_in_map once, but the effect is the same, 313 op = op->above;
491 * as insert_ob_in_map will call itself with each part, and 314 }
492 * the coding is simpler to just to it here with each part. 315 }
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497} 316}
498 317
499/* 318/*
500 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 320 * file pointer.
502 * mapflags is the same as we get with load_original_map
503 */ 321 */
504void 322bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
506{ 324{
507 int i, j; 325 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 { 326 {
516 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
517 * got an invalid object. Don't do anything with it - the game 328
518 * or editor will not be able to do anything with it either. 329 switch (f.kw)
519 */
520 if (op->arch == NULL)
521 { 330 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 331 case KW_arch:
523 op->name ? (const char *) op->name : "(null)"); 332 if (object *op = object::read (f, this))
333 {
334 if (op->inv)
335 sum_weight (op);
336
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
339
524 continue; 340 continue;
525 }
526 341
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: 342 case KW_EOF:
549 insert_ob_in_map (op, m, op, 343 return true;
550 INS_NO_MERGE | INS_NO_WALK_ON | 344
551 INS_ABOVE_FLOOR_ONLY); 345 default:
552 op->head = prev, last_more->more = op, last_more = op; 346 if (!f.parse_error ("map file"))
347 return false;
553 break; 348 break;
554 } 349 }
555 350
556 if (mapflags & MAP_STYLE) 351 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 { 352 }
565 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 bool unique = 0;
389
390 for (object *op = spaces [i].bot; op; op = op->above)
566 { 391 {
567 unique = 0; 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
568 /* check for unique items, or unique squares */ 393
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 394 if (expect_false (!op->can_map_save ()))
395 continue;
396
397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
570 { 398 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 399 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 400 op->write (f);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 401 }
402 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f);
577 } 404 }
578 } 405 }
579 406
580 free_object (op); 407 coroapi::cede_to_tick ();
581 link_multipart_objects (m);
582}
583 408
584/* This saves all the objects on the map in a non destructive fashion. 409 return true;
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
586 * and we only save the head of multi part objects - this is needed 411
587 * in order to do map tiling properly. 412bool
413maptile::_save_objects (const char *path, int flags)
414{
415 object_freezer freezer;
416
417 if (!_save_objects (freezer, flags))
418 return false;
419
420 return freezer.save (path);
421}
422
423maptile::maptile ()
424{
425 in_memory = MAP_SWAPPED;
426
427 /* The maps used to pick up default x and y values from the
428 * map archetype. Mimic that behaviour.
588 */ 429 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 430 width = 16;
590 int i, j = 0,unique=0; 431 height = 16;
591 object *op; 432 timeout = 300;
592 /* first pass - save one-part objects */ 433 max_nrof = 1000; // 1000 items of anything
593 for(i = 0; i < MAP_WIDTH(m); i++) 434 max_volume = 2000000; // 2m³
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 435}
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;
599 436
600 if(op->type == PLAYER) { 437maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 438{
602 continue; 439 in_memory = MAP_SWAPPED;
603 }
604 440
605 if (op->head || op->owner) 441 width = w;
606 continue; 442 height = h;
443 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0;
446 enter_y = 0;
607 447
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 448 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} 449}
619 450
620/* 451/*
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. 452 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 453 * This basically allocates the dynamic array of spaces for the
655 * map. 454 * map.
656 */ 455 */
657 456void
658void allocate_map(mapstruct *m) { 457maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 458{
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) { 459 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; 460 return;
461
462 spaces = salloc0<mapspace> (size ());
685} 463}
686 464
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 465/* 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 466 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 467 * at a later date.
690 * Called by parse_map_headers below. 468 * Called by parse_map_headers below.
691 */ 469 */
692 470static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 471parse_shop_string (const char *input_string)
472{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 473 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 474 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 475 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 476 const typedata *current_type;
698 477
699 shop_string=strdup_local(input_string); 478 shop_string = strdup (input_string);
700 p=shop_string; 479 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 480 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 481 while (p)
482 {
703 p=strchr(p, ';'); 483 p = strchr (p, ';');
704 number_of_entries++; 484 number_of_entries++;
705 if (p) p++; 485 if (p)
486 p++;
706 } 487 }
488
707 p=shop_string; 489 p = shop_string;
708 strip_endline(p); 490 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 491 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++) { 492 for (i = 0; i < number_of_entries; i++)
493 {
712 if (!p) { 494 if (!p)
495 {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 496 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break; 497 break;
715 } 498 }
499
716 next_semicolon=strchr(p, ';'); 500 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 501 next_colon = strchr (p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 502 /* 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)) 503 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 504 items[i].strength = atoi (strchr (p, ':') + 1);
505
506 if (isdigit (*p) || *p == '*')
721 507 {
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 508 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum); 509 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 510 if (current_type)
511 {
726 items[i].name=current_type->name; 512 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 513 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 } 514 }
746 } 515 }
516 else
517 { /*we have a named type, let's figure out what it is */
518 q = strpbrk (p, ";:");
519 if (q)
520 *q = '\0';
521
522 current_type = get_typedata_by_name (p);
523 if (current_type)
524 {
525 items[i].name = current_type->name;
526 items[i].typenum = current_type->number;
527 items[i].name_pl = current_type->name_pl;
528 }
529 else
530 { /* oh uh, something's wrong, let's free up this one, and try
531 * the next entry while we're at it, better print a warning
532 */
533 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
534 }
535 }
536
747 items[i].index=number_of_entries; 537 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 538 if (next_semicolon)
539 p = ++next_semicolon;
540 else
749 else p=NULL; 541 p = NULL;
750 } 542 }
543
751 free(shop_string); 544 free (shop_string);
752 return items; 545 return items;
753} 546}
754 547
755/* opposite of parse string, this puts the string that was originally fed in to 548/* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */ 549 * the map (or something equivilent) into output_string. */
550static void
757static void print_shop_string(mapstruct *m, char *output_string) { 551print_shop_string (maptile *m, char *output_string)
552{
758 int i; 553 int i;
759 char tmp[MAX_BUF]; 554 char tmp[MAX_BUF];
555
760 strcpy(output_string, ""); 556 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 557 for (i = 0; i < m->shopitems[0].index; i++)
558 {
762 if (m->shopitems[i].typenum) { 559 if (m->shopitems[i].typenum)
560 {
763 if (m->shopitems[i].strength) { 561 if (m->shopitems[i].strength)
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 } 563 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 564 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 565 }
768 else { 566 else
567 {
769 if (m->shopitems[i].strength) { 568 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 569 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 570 else
772 else sprintf(tmp, "*"); 571 sprintf (tmp, "*");
773 } 572 }
573
774 strcat(output_string, tmp); 574 strcat (output_string, tmp);
775 } 575 }
776} 576}
777 577
778/* This loads the header information of the map. The header 578/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 579 * contains things like difficulty, size, timeout, etc.
783 * put all the stuff in the map object so that names actually make 583 * put all the stuff in the map object so that names actually make
784 * sense. 584 * sense.
785 * This could be done in lex (like the object loader), but I think 585 * 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. 586 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01 587 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 588 */
790 589bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 590maptile::_load_header (object_thawer &thawer)
792{ 591{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 592 for (;;)
794 int msgpos=0; 593 {
795 int maplorepos=0; 594 switch (thawer.kw)
796
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
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 } 595 {
596 case KW_msg:
597 thawer.get_ml (KW_endmsg, msg);
598 break;
821 599
822 if (!end) { 600 case KW_lore: // CF+ extension
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 601 thawer.get_ml (KW_endlore, maplore);
824 buf); 602 break;
603
604 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore);
606 break;
607
608 case KW_arch:
609 if (strcmp (thawer.get_str (), "map"))
610 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611 break;
612
613 case KW_oid:
614 thawer.get (this, thawer.get_sint32 ());
615 break;
616
617 case KW_file_format_version: break; // nop
618
619 case KW_name: thawer.get (name); break;
620 case KW_attach: thawer.get (attach); break;
621 case KW_reset_time: thawer.get (reset_time); break;
622 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637
638 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640
641 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644 case KW_x: case KW_width: thawer.get (width); break;
645 case KW_y: case KW_height: thawer.get (height); break;
646 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651
652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
825 return 1; 663 return true;
826 }
827 664
828 /* key is the field name, value is what it should be set 665 default:
829 * to. We've already done the work to null terminate key, 666 if (!thawer.parse_error ("map", 0))
830 * and strip off any leading spaces for both of these. 667 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; 668 break;
874 } 669 }
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);
950 670
951 if (tile<1 || tile>4) { 671 thawer.next ();
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 672 }
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 673
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 674 abort ();
1024
1025 object_thawer thawer (pathname);
1026
1027 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 char buf[MAX_BUF];
1061
1062 if (!m->tmpname) {
1063 LOG(llevError, "No temporary filename for map %s\n", m->path);
1064 strcpy(buf, m->path);
1065 delete_map(m);
1066 m = load_original_map(buf, 0);
1067 if(m==NULL) return NULL;
1068 fix_auto_apply(m); /* Chests which open as default */
1069 return m;
1070 }
1071
1072 object_thawer thawer (m->tmpname);
1073
1074 if (!thawer)
1075 {
1076 strcpy (buf, m->path);
1077 delete_map (m);
1078 m = load_original_map (buf, 0);
1079 if (!m) return NULL;
1080 fix_auto_apply (m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if (load_map_header(thawer, m)) {
1085 LOG(llevError,"Error loading map header for %s (%s)\n",
1086 m->path, m->tmpname);
1087 delete_map(m);
1088 m = load_original_map(m->path, 0);
1089 return NULL;
1090 }
1091 allocate_map(m);
1092
1093 m->in_memory=MAP_LOADING;
1094 load_objects (m, thawer, 0);
1095
1096 m->in_memory=MAP_IN_MEMORY;
1097 INVOKE_MAP (SWAPIN, m);
1098 return m;
1099}
1100
1101/*
1102 * Loads a map, which has been loaded earlier, from file.
1103 * Return the map object we load into (this can change from the passed
1104 * option if we can't find the original map)
1105 */
1106
1107mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1108 char pathname[MAX_BUF];
1109
1110 strcpy(pathname, create_overlay_pathname(filename));
1111
1112 object_thawer thawer (pathname);
1113
1114 if (!thawer)
1115 return m;
1116
1117 if (load_map_header(thawer, m)) {
1118 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1119 m->path, pathname);
1120 delete_map(m);
1121 m = load_original_map(m->path, 0);
1122 return NULL;
1123 }
1124 /*allocate_map(m);*/
1125
1126 m->in_memory=MAP_LOADING;
1127 load_objects (m, thawer, MAP_OVERLAY);
1128
1129 m->in_memory=MAP_IN_MEMORY;
1130 return m;
1131} 675}
1132 676
1133/****************************************************************************** 677/******************************************************************************
1134 * This is the start of unique map handling code 678 * This is the start of unique map handling code
1135 *****************************************************************************/ 679 *****************************************************************************/
1136 680
1137/* This goes through map 'm' and removed any unique items on the map. */ 681/* This goes through the maptile and removed any unique items on the map. */
1138static void delete_unique_items(mapstruct *m) 682void
683maptile::clear_unique_items ()
1139{ 684{
1140 int i,j,unique; 685 for (int i = 0; i < size (); ++i)
1141 object *op, *next; 686 {
1142
1143 for(i=0; i<MAP_WIDTH(m); i++)
1144 for(j=0; j<MAP_HEIGHT(m); j++) {
1145 unique=0; 687 int unique = 0;
1146 for (op=get_map_ob(m, i, j); op; op=next) { 688 for (object *op = spaces [i].bot; op; )
1147 next = op->above; 689 {
690 object *above = op->above;
691
1148 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1149 unique=1; 693 unique = 1;
694
1150 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1151 clean_object(op);
1152 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1153 remove_button_link(op);
1154 remove_ob(op);
1155 free_object(op);
1156 } 696 {
697 op->destroy_inv (false);
698 op->destroy ();
1157 } 699 }
700
701 op = above;
1158 } 702 }
1159}
1160
1161
1162/*
1163 * Loads unique objects from file(s) into the map which is in memory
1164 * m is the map to load unique items into.
1165 */
1166static void load_unique_objects(mapstruct *m) {
1167 int count;
1168 char firstname[MAX_BUF];
1169
1170 for (count=0; count<10; count++) {
1171 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1172 if (!access(firstname, R_OK)) break;
1173 }
1174 /* If we get here, we did not find any map */
1175 if (count==10) return;
1176
1177 object_thawer thawer (firstname);
1178
1179 if (!thawer)
1180 return;
1181
1182 m->in_memory=MAP_LOADING;
1183 if (m->tmpname == NULL) /* if we have loaded unique items from */
1184 delete_unique_items(m); /* original map before, don't duplicate them */
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 703 }
1208 LOG (llevError, "Tried to save map without path.\n"); 704}
1209 return -1; 705
706bool
707maptile::_save_header (object_freezer &freezer)
708{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711
712 MAP_OUT2 (arch, "map");
713
714 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time);
716 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
720 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name);
723
724 if (shopitems)
1210 } 725 {
1211 726 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
1213 { 729 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 730
1224 make_path_to_file (filename); 731 MAP_OUT (shopgreed);
1225 } 732 MAP_OUT (shopmin);
1226 else 733 MAP_OUT (shopmax);
1227 { 734 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 735 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
1230 740
1231 strcpy (filename, m->tmpname); 741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 743
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 744 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
1236 751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764}
765
766bool
767maptile::_save_header (const char *path)
768{
1237 object_freezer freezer; 769 object_freezer freezer;
1238 770
1239 /* legacy */ 771 if (!_save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 772 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 773
1311 /* Save any tiling information, except on overlays */ 774 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 775}
1368 776
1369/* 777/*
1370 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
1371 */ 779 */
780void
781maptile::clear ()
782{
783 if (spaces)
784 {
785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
786 while (object *op = ms->bot)
787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
1372 791
1373void free_all_objects(mapstruct *m) { 792 op->flag [FLAG_REMOVED] = true;
1374 int i,j;
1375 object *op;
1376 793
1377 for(i=0;i<MAP_WIDTH(m);i++) 794 if (op == op->head_ ())
1378 for(j=0;j<MAP_HEIGHT(m);j++) { 795 {
1379 object *previous_obj=NULL; 796 op->destroy_inv (false);
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) { 797 op->destroy ();
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 } 798 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head;
1388
1389 /* If the map isn't in memory, free_object will remove and
1390 * free objects in op's inventory. So let it do the job.
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 } 799 }
800
801 sfree (spaces, size ()), spaces = 0;
802 }
803
804 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree (regions, size ()); regions = 0;
808 delete [] regionmap; regionmap = 0;
809}
810
811void
812maptile::clear_header ()
813{
814 name = 0;
815 msg = 0;
816 maplore = 0;
817 shoprace = 0;
818 delete [] shopitems, shopitems = 0;
819
820 for (int i = 0; i < 4; i++)
821 tile_path [i] = 0;
822}
823
824maptile::~maptile ()
825{
826 assert (destroyed ());
827}
828
829void
830maptile::clear_links_to (maptile *m)
831{
832 /* We need to look through all the maps and see if any maps
833 * are pointing at this one for tiling information. Since
834 * tiling can be asymetric, we just can not look to see which
835 * maps this map tiles with and clears those.
836 */
837 for (int i = 0; i < 4; i++)
838 if (tile_map[i] == m)
839 tile_map[i] = 0;
840}
841
842void
843maptile::do_destroy ()
844{
845 attachable::do_destroy ();
846
847 clear ();
848}
849
850/* decay and destroy perishable items in a map */
851void
852maptile::do_decay_objects ()
853{
854 if (!spaces)
855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
859 {
860 above = op->above;
861
862 bool destroy = 0;
863
864 // do not decay anything above unique floor tiles (yet :)
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
866 break;
867
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
869 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
870 || QUERY_FLAG (op, FLAG_UNIQUE)
871 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
872 || QUERY_FLAG (op, FLAG_UNPAID)
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
876 {
877 op->stats.dam--;
878 if (op->stats.dam < 0)
879 destroy = 1;
1397 } 880 }
881 else if (op->is_armor ())
882 {
883 op->stats.ac--;
884 if (op->stats.ac < 0)
885 destroy = 1;
886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 || (mat & M_ICE && temp > 32))
908 destroy = 1;
909 }
910
911 /* adjust overall chance below */
912 if (destroy && rndm (0, 1))
913 op->destroy ();
914 }
1398} 915}
1399 916
1400/* 917/*
1401 * Frees everything allocated by the given mapstructure. 918 * Updates every button on the map (by calling update_button() for them).
1402 * don't free tmpname - our caller is left to do that
1403 */ 919 */
1404 920void
1405void free_map(mapstruct *m,int flag) { 921maptile::update_buttons ()
1406 int i; 922{
1407 923 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1408 if (!m->in_memory) { 924 for (objectlink *ol = obp->link; ol; ol = ol->next)
1409 LOG(llevError,"Trying to free freed map.\n"); 925 {
1410 return; 926 if (!ol->ob)
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428
1429/*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */ 927 {
1449 m->in_memory = MAP_SAVING; 928 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1450 free_map (m, 1); 929 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1451 } 930 continue;
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 delete m;
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 931 }
1533 932
1534 /* create and load a map */ 933 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 //eval_pv ("$x = Event::time", 1);//D
1541 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1542 return (NULL);
1543 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1544
1545 fix_auto_apply(m); /* Chests which open as default */
1546
1547 /* If a player unique map, no extra unique object file to load.
1548 * if from the editor, likewise.
1549 */ 934 {
1550 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 935 update_button (ol->ob);
1551 load_unique_objects(m); 936 break;
1552
1553 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1554 m=load_overlay_map(name, m);
1555 if (m==NULL)
1556 return NULL;
1557 } 937 }
1558
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 INVOKE_MAP (SWAPIN, m);
1561
1562 } else {
1563 /* If in this loop, we found a temporary map, so load it up. */
1564
1565 m=load_temporary_map (m);
1566 if(m==NULL) return NULL;
1567 load_unique_objects(m);
1568
1569 clean_tmp_map(m);
1570 m->in_memory = MAP_IN_MEMORY;
1571 /* tempnam() on sun systems (probably others) uses malloc
1572 * to allocated space for the string. Free it here.
1573 * In some cases, load_temporary_map above won't find the
1574 * temporary map, and so has reloaded a new map. If that
1575 * is the case, tmpname is now null
1576 */
1577 if (m->tmpname) free(m->tmpname);
1578 m->tmpname = NULL;
1579 /* It's going to be saved anew anyway */
1580 } 938 }
1581
1582 /* Below here is stuff common to both first time loaded maps and
1583 * temp maps.
1584 */
1585
1586 decay_objects(m); /* start the decay */
1587 /* In case other objects press some buttons down */
1588 update_buttons(m);
1589 if (m->outdoor)
1590 set_darkness_map(m);
1591 /* run the weather over this map */
1592 weather_effect(name);
1593 return m;
1594} 939}
1595
1596 940
1597/* 941/*
1598 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1599 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1600 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1602 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creature. If the value stored
1603 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1604 * have a difficulty set than using this function - human calculation 948 * have a difficulty set than using this function - human calculation
1605 * is much better than this functions guesswork. 949 * is much better than this functions guesswork.
1606 */ 950 */
1607 951int
1608int calculate_difficulty(mapstruct *m) { 952maptile::estimate_difficulty () const
1609 object *op; 953{
1610 archetype *at;
1611 int x, y, i;
1612 long monster_cnt = 0; 954 long monster_cnt = 0;
1613 double avgexp = 0; 955 double avgexp = 0;
1614 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1615 957
1616 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1617 { 959 for (object *op = ms->bot; op; op = op->above)
1618 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1619 return MAP_DIFFICULTY (m);
1620 }
1621
1622 for(x = 0; x < MAP_WIDTH(m); x++)
1623 for(y = 0; y < MAP_HEIGHT(m); y++)
1624 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1625 { 960 {
1626 if(QUERY_FLAG (op, FLAG_MONSTER)) 961 if (QUERY_FLAG (op, FLAG_MONSTER))
1627 { 962 {
1628 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1629 monster_cnt++; 964 monster_cnt++;
1630 } 965 }
1631 966
1632 if(QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1633 { 968 {
1634 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
970
1635 at = type_to_archetype(GENERATE_TYPE (op)); 971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1636
1637 if(at != NULL)
1638 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1639 973
1640 monster_cnt++; 974 monster_cnt++;
1641 } 975 }
1642 } 976 }
1643 977
1644 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1645 979
1646 for (i = 1; i <= settings.max_level; i++) 980 for (int i = 1; i <= settings.max_level; i++)
1647 {
1648 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 981 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1649 {
1650 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1651 return i; 982 return i;
1652 }
1653 }
1654 983
1655 return 1; 984 return 1;
1656}
1657
1658void clean_tmp_map(mapstruct *m) {
1659 if(m->tmpname == NULL)
1660 return;
1661 INVOKE_MAP (CLEAN, m);
1662 (void) unlink(m->tmpname);
1663}
1664
1665void free_all_maps(void)
1666{
1667 int real_maps=0;
1668
1669 while (first_map) {
1670 /* I think some of the callers above before it gets here set this to be
1671 * saving, but we still want to free this data
1672 */
1673 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674 delete_map(first_map);
1675 real_maps++;
1676 }
1677 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678} 985}
1679 986
1680/* change_map_light() - used to change map light level (darkness) 987/* change_map_light() - used to change map light level (darkness)
1681 * up or down. Returns true if successful. It should now be 988 * up or down. Returns true if successful. It should now be
1682 * possible to change a value by more than 1. 989 * possible to change a value by more than 1.
1683 * Move this from los.c to map.c since this is more related 990 * Move this from los.c to map.c since this is more related
1684 * to maps than los. 991 * to maps than los.
1685 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1686 */ 993 */
1687 994int
1688int change_map_light(mapstruct *m, int change) { 995maptile::change_map_light (int change)
996{
1689 int new_level = m->darkness + change; 997 int new_level = darkness + change;
1690 998
1691 /* Nothing to do */ 999 /* Nothing to do */
1692 if(!change || (new_level <= 0 && m->darkness == 0) || 1000 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1693 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694 return 0; 1001 return 0;
1695 }
1696 1002
1697 /* inform all players on the map */ 1003 /* inform all players on the map */
1698 if (change>0) 1004 if (change > 0)
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1700 else 1006 else
1701 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1702 1008
1703 /* Do extra checking. since m->darkness is a unsigned value, 1009 /* Do extra checking. since darkness is a unsigned value,
1704 * we need to be extra careful about negative values. 1010 * we need to be extra careful about negative values.
1705 * In general, the checks below are only needed if change 1011 * In general, the checks below are only needed if change
1706 * is not +/-1 1012 * is not +/-1
1707 */ 1013 */
1708 if (new_level < 0) m->darkness = 0; 1014 if (new_level < 0)
1709 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1015 darkness = 0;
1016 else if (new_level >= MAX_DARKNESS)
1017 darkness = MAX_DARKNESS;
1018 else
1710 else m->darkness=new_level; 1019 darkness = new_level;
1711 1020
1712 /* All clients need to get re-updated for the change */ 1021 /* All clients need to get re-updated for the change */
1713 update_all_map_los(m); 1022 update_all_map_los (this);
1714 return 1; 1023 return 1;
1715} 1024}
1716
1717 1025
1718/* 1026/*
1719 * This function updates various attributes about a specific space 1027 * This function updates various attributes about a specific space
1720 * on the map (what it looks like, whether it blocks magic, 1028 * on the map (what it looks like, whether it blocks magic,
1721 * has a living creatures, prevents people from passing 1029 * has a living creatures, prevents people from passing
1722 * through, etc) 1030 * through, etc)
1723 */ 1031 */
1724void update_position (mapstruct *m, int x, int y) { 1032void
1033mapspace::update_ ()
1034{
1725 object *tmp, *last = NULL; 1035 object *tmp, *last = 0;
1726 uint8 flags = 0, oldflags, light=0, anywhere=0; 1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1727 New_Face *top,*floor, *middle;
1728 object *top_obj, *floor_obj, *middle_obj;
1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1730 1038
1731 oldflags = GET_MAP_FLAGS(m,x,y); 1039 //object *middle = 0;
1732 if (!(oldflags & P_NEED_UPDATE)) { 1040 //object *top = 0;
1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1041 //object *floor = 0;
1734 m->path, x, y); 1042 // this seems to generate better code than using locals, above
1735 return; 1043 object *&top = faces_obj[0] = 0;
1736 } 1044 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0;
1737 1046
1738 middle=blank_face;
1739 top=blank_face;
1740 floor=blank_face;
1741
1742 middle_obj = NULL;
1743 top_obj = NULL;
1744 floor_obj = NULL;
1745
1746 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1747 1048 {
1748 /* This could be made additive I guess (two lights better than 1049 /* This could be made additive I guess (two lights better than
1749 * one). But if so, it shouldn't be a simple additive - 2 1050 * one). But if so, it shouldn't be a simple additive - 2
1750 * light bulbs do not illuminate twice as far as once since 1051 * light bulbs do not illuminate twice as far as once since
1751 * it is a disapation factor that is squared (or is it cubed?) 1052 * it is a dissapation factor that is cubed.
1752 */ 1053 */
1753 if (tmp->glow_radius > light) light = tmp->glow_radius; 1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius;
1754 1056
1755 /* This call is needed in order to update objects the player 1057 /* This call is needed in order to update objects the player
1756 * is standing in that have animations (ie, grass, fire, etc). 1058 * is standing in that have animations (ie, grass, fire, etc).
1757 * However, it also causes the look window to be re-drawn 1059 * However, it also causes the look window to be re-drawn
1758 * 3 times each time the player moves, because many of the 1060 * 3 times each time the player moves, because many of the
1759 * functions the move_player calls eventualy call this. 1061 * functions the move_player calls eventualy call this.
1760 * 1062 *
1761 * Always put the player down for drawing. 1063 * Always put the player down for drawing.
1762 */ 1064 */
1763 if (!tmp->invisible) { 1065 if (!tmp->invisible)
1066 {
1764 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1067 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1765 top = tmp->face;
1766 top_obj = tmp; 1068 top = tmp;
1069 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1070 {
1071 /* If we got a floor, that means middle and top were below it,
1072 * so should not be visible, so we clear them.
1073 */
1074 middle = 0;
1075 top = 0;
1076 floor = tmp;
1767 } 1077 }
1078 /* Flag anywhere have high priority */
1768 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1769 /* If we got a floor, that means middle and top were below it,
1770 * so should not be visible, so we clear them.
1771 */ 1080 {
1772 middle=blank_face; 1081 middle = tmp;
1773 top=blank_face; 1082 anywhere = 1;
1774 floor = tmp->face;
1775 floor_obj = tmp;
1776 } 1083 }
1777 /* Flag anywhere have high priority */ 1084 /* Find the highest visible face around. If equal
1778 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1085 * visibilities, we still want the one nearer to the
1086 * top
1087 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1779 middle = tmp->face; 1089 middle = tmp;
1090 }
1780 1091
1092 if (tmp == tmp->above)
1093 {
1094 LOG (llevError, "Error in structure of map\n");
1095 exit (-1);
1096 }
1097
1098 move_slow |= tmp->move_slow;
1099 move_block |= tmp->move_block;
1100 move_on |= tmp->move_on;
1101 move_off |= tmp->move_off;
1102 move_allow |= tmp->move_allow;
1103
1104 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1105 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1106 if (tmp->type == PLAYER) flags |= P_PLAYER;
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 }
1111
1112 this->light = light;
1113 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on;
1116 this->move_off = move_off;
1117 this->move_slow = move_slow;
1118
1119 /* At this point, we have a floor face (if there is a floor),
1120 * and the floor is set - we are not going to touch it at
1121 * this point.
1122 * middle contains the highest visibility face.
1123 * top contains a player/monster face, if there is one.
1124 *
1125 * We now need to fill in top.face and/or middle.face.
1126 */
1127
1128 /* If the top face also happens to be high visibility, re-do our
1129 * middle face. This should not happen, as we already have the
1130 * else statement above so middle should not get set. OTOH, it
1131 * may be possible for the faces to match but be different objects.
1132 */
1133 if (top == middle)
1134 middle = 0;
1135
1136 /* There are three posibilities at this point:
1137 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both.
1140 */
1141
1142 for (tmp = last; tmp; tmp = tmp->below)
1143 {
1144 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break;
1147
1148 /* If two top faces are already set, quit processing */
1149 if (top && middle)
1150 break;
1151
1152 /* Only show visible faces */
1153 if (!tmp->invisible)
1154 {
1155 /* Fill in top if needed */
1156 if (!top)
1157 {
1158 top = tmp;
1159 if (top == middle)
1781 middle_obj = tmp; 1160 middle = 0;
1782 anywhere =1;
1783 } 1161 }
1784 /* Find the highest visible face around. If equal 1162 else
1785 * visibilities, we still want the one nearer to the
1786 * top
1787 */
1788 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1789 middle = tmp->face;
1790 middle_obj = tmp;
1791 } 1163 {
1792 }
1793 if (tmp==tmp->above) {
1794 LOG(llevError, "Error in structure of map\n");
1795 exit (-1);
1796 }
1797
1798 move_slow |= tmp->move_slow;
1799 move_block |= tmp->move_block;
1800 move_on |= tmp->move_on;
1801 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow;
1803
1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805 flags |= P_IS_ALIVE;
1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807 flags |= P_NO_MAGIC;
1808 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809 flags |= P_NO_CLERIC;
1810 if (tmp->type == SAFE_GROUND)
1811 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1812
1813 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1814 flags |= P_BLOCKSVIEW;
1815 } /* for stack of objects */
1816
1817 /* we don't want to rely on this function to have accurate flags, but
1818 * since we're already doing the work, we calculate them here.
1819 * if they don't match, logic is broken someplace.
1820 */
1821 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1822 (!(oldflags & P_NO_ERROR))) {
1823 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1824 m->path, x, y,
1825 (oldflags & ~P_NEED_UPDATE), flags);
1826 }
1827 SET_MAP_FLAGS(m, x, y, flags);
1828 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1829 SET_MAP_MOVE_ON(m, x, y, move_on);
1830 SET_MAP_MOVE_OFF(m, x, y, move_off);
1831 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1832
1833 /* At this point, we have a floor face (if there is a floor),
1834 * and the floor is set - we are not going to touch it at
1835 * this point.
1836 * middle contains the highest visibility face.
1837 * top contains a player/monster face, if there is one.
1838 *
1839 * We now need to fill in top.face and/or middle.face.
1840 */
1841
1842 /* If the top face also happens to be high visibility, re-do our
1843 * middle face. This should not happen, as we already have the
1844 * else statement above so middle should not get set. OTOH, it
1845 * may be possible for the faces to match but be different objects.
1846 */
1847 if (top == middle) middle=blank_face;
1848
1849 /* There are three posibilities at this point:
1850 * 1) top face is set, need middle to be set.
1851 * 2) middle is set, need to set top.
1852 * 3) neither middle or top is set - need to set both.
1853 */
1854
1855 for (tmp=last; tmp; tmp=tmp->below) {
1856 /* Once we get to a floor, stop, since we already have a floor object */
1857 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1858
1859 /* If two top faces are already set, quit processing */
1860 if ((top != blank_face) && (middle != blank_face)) break;
1861
1862 /* Only show visible faces, unless its the editor - show all */
1863 if (!tmp->invisible || editor) {
1864 /* Fill in top if needed */
1865 if (top == blank_face) {
1866 top = tmp->face;
1867 top_obj = tmp;
1868 if (top == middle) middle=blank_face;
1869 } else {
1870 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1871 * middle is not set 1165 * middle is not set
1872 * 1166 *
1873 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1874 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1875 * 1169 *
1876 */ 1170 */
1877 if (tmp->face != top ) { 1171 if (tmp != top)
1878 middle = tmp->face; 1172 {
1879 middle_obj = tmp; 1173 middle = tmp;
1880 break; 1174 break;
1881 } 1175 }
1882 } 1176 }
1883 } 1177 }
1884 } 1178 }
1885 if (middle == floor) middle = blank_face;
1886 if (top == middle) middle = blank_face;
1887 SET_MAP_FACE(m,x,y,top,0);
1888 if(top != blank_face)
1889 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1890 else
1891 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1892 SET_MAP_FACE(m,x,y,middle,1);
1893 if(middle != blank_face)
1894 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1897 SET_MAP_FACE(m,x,y,floor,2);
1898 if(floor != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1902 SET_MAP_LIGHT(m,x,y,light);
1903}
1904 1179
1180 if (middle == floor)
1181 middle = 0;
1905 1182
1906void set_map_reset_time(mapstruct *map) { 1183 if (top == middle)
1907 int timeout; 1184 middle = 0;
1908 1185
1909 timeout = MAP_RESET_TIMEOUT(map); 1186#if 0
1910 if (timeout <= 0) 1187 faces_obj [0] = top;
1911 timeout = MAP_DEFAULTRESET; 1188 faces_obj [1] = middle;
1912 if (timeout >= MAP_MAXRESET) 1189 faces_obj [2] = floor;
1913 timeout = MAP_MAXRESET; 1190#endif
1914 MAP_WHEN_RESET(map) = seconds()+timeout;
1915} 1191}
1916 1192
1917/* this updates the orig_map->tile_map[tile_num] value after loading 1193uint64
1918 * the map. It also takes care of linking back the freshly loaded 1194mapspace::volume () const
1919 * maps tile_map values if it tiles back to this one. It returns
1920 * the value of orig_map->tile_map[tile_num]. It really only does this
1921 * so that it is easier for calling functions to verify success.
1922 */
1923
1924static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1925{ 1195{
1926 int dest_tile = (tile_num +2) % 4; 1196 uint64 vol = 0;
1927 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1928 1197
1929 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1198 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1199 vol += op->volume ();
1930 1200
1931 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1201 return vol;
1932 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1202}
1933 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1934 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1935 1203
1936 return orig_map->tile_map[tile_num]; 1204bool
1205maptile::tile_available (int dir, bool load)
1206{
1207 if (!tile_path[dir])
1208 return 0;
1209
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1211 return 1;
1212
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1;
1215
1216 return 0;
1937} 1217}
1938 1218
1939/* this returns TRUE if the coordinates (x,y) are out of 1219/* this returns TRUE if the coordinates (x,y) are out of
1940 * map m. This function also takes into account any 1220 * map m. This function also takes into account any
1941 * tiling considerations, loading adjacant maps as needed. 1221 * tiling considerations, loading adjacant maps as needed.
1942 * This is the function should always be used when it 1222 * This is the function should always be used when it
1943 * necessary to check for valid coordinates. 1223 * necessary to check for valid coordinates.
1944 * This function will recursively call itself for the 1224 * This function will recursively call itself for the
1945 * tiled maps. 1225 * tiled maps.
1946 * 1226 */
1947 * 1227int
1948 */
1949int out_of_map(mapstruct *m, int x, int y) 1228out_of_map (maptile *m, int x, int y)
1950{ 1229{
1951
1952 /* If we get passed a null map, this is obviously the 1230 /* If we get passed a null map, this is obviously the
1953 * case. This generally shouldn't happen, but if the 1231 * case. This generally shouldn't happen, but if the
1954 * map loads fail below, it could happen. 1232 * map loads fail below, it could happen.
1955 */ 1233 */
1956 if (!m) return 0; 1234 if (!m)
1957
1958 if (x<0) {
1959 if (!m->tile_path[3]) return 1;
1960 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1961 load_and_link_tiled_map(m, 3);
1962 }
1963 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1964 }
1965 if (x>=MAP_WIDTH(m)) {
1966 if (!m->tile_path[1]) return 1;
1967 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1968 load_and_link_tiled_map(m, 1);
1969 }
1970 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1971 }
1972 if (y<0) {
1973 if (!m->tile_path[0]) return 1;
1974 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1975 load_and_link_tiled_map(m, 0);
1976 }
1977 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1978 }
1979 if (y>=MAP_HEIGHT(m)) {
1980 if (!m->tile_path[2]) return 1;
1981 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 2);
1983 }
1984 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1985 }
1986
1987 /* Simple case - coordinates are within this local
1988 * map.
1989 */
1990 return 0; 1235 return 0;
1236
1237 if (x < 0)
1238 {
1239 if (!m->tile_available (3))
1240 return 1;
1241
1242 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1243 }
1244
1245 if (x >= m->width)
1246 {
1247 if (!m->tile_available (1))
1248 return 1;
1249
1250 return out_of_map (m->tile_map[1], x - m->width, y);
1251 }
1252
1253 if (y < 0)
1254 {
1255 if (!m->tile_available (0))
1256 return 1;
1257
1258 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1259 }
1260
1261 if (y >= m->height)
1262 {
1263 if (!m->tile_available (2))
1264 return 1;
1265
1266 return out_of_map (m->tile_map[2], x, y - m->height);
1267 }
1268
1269 /* Simple case - coordinates are within this local
1270 * map.
1271 */
1272 return 0;
1991} 1273}
1992 1274
1993/* This is basically the same as out_of_map above, but 1275/* This is basically the same as out_of_map above, but
1994 * instead we return NULL if no map is valid (coordinates 1276 * instead we return NULL if no map is valid (coordinates
1995 * out of bounds and no tiled map), otherwise it returns 1277 * out of bounds and no tiled map), otherwise it returns
1996 * the map as that the coordinates are really on, and 1278 * the map as that the coordinates are really on, and
1997 * updates x and y to be the localized coordinates. 1279 * updates x and y to be the localised coordinates.
1998 * Using this is more efficient of calling out_of_map 1280 * Using this is more efficient of calling out_of_map
1999 * and then figuring out what the real map is 1281 * and then figuring out what the real map is
2000 */ 1282 */
2001mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1283maptile *
1284maptile::xy_find (sint16 &x, sint16 &y)
2002{ 1285{
2003 1286 if (x < 0)
2004 if (*x<0) {
2005 if (!m->tile_path[3]) return NULL;
2006 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2007 load_and_link_tiled_map(m, 3);
2008
2009 *x += MAP_WIDTH(m->tile_map[3]);
2010 return (get_map_from_coord(m->tile_map[3], x, y));
2011 } 1287 {
2012 if (*x>=MAP_WIDTH(m)) { 1288 if (!tile_available (3))
2013 if (!m->tile_path[1]) return NULL; 1289 return 0;
2014 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2015 load_and_link_tiled_map(m, 1);
2016 1290
2017 *x -= MAP_WIDTH(m); 1291 x += tile_map[3]->width;
2018 return (get_map_from_coord(m->tile_map[1], x, y)); 1292 return tile_map[3]->xy_find (x, y);
1293 }
1294
1295 if (x >= width)
2019 } 1296 {
2020 if (*y<0) { 1297 if (!tile_available (1))
2021 if (!m->tile_path[0]) return NULL; 1298 return 0;
2022 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2023 load_and_link_tiled_map(m, 0);
2024 1299
2025 *y += MAP_HEIGHT(m->tile_map[0]); 1300 x -= width;
2026 return (get_map_from_coord(m->tile_map[0], x, y)); 1301 return tile_map[1]->xy_find (x, y);
1302 }
1303
1304 if (y < 0)
2027 } 1305 {
2028 if (*y>=MAP_HEIGHT(m)) { 1306 if (!tile_available (0))
2029 if (!m->tile_path[2]) return NULL; 1307 return 0;
2030 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2031 load_and_link_tiled_map(m, 2);
2032 1308
2033 *y -= MAP_HEIGHT(m); 1309 y += tile_map[0]->height;
2034 return (get_map_from_coord(m->tile_map[2], x, y)); 1310 return tile_map[0]->xy_find (x, y);
1311 }
1312
1313 if (y >= height)
2035 } 1314 {
1315 if (!tile_available (2))
1316 return 0;
2036 1317
1318 y -= height;
1319 return tile_map[2]->xy_find (x, y);
1320 }
1321
2037 /* Simple case - coordinates are within this local 1322 /* Simple case - coordinates are within this local
2038 * map. 1323 * map.
2039 */ 1324 */
2040 1325 return this;
2041 return m;
2042} 1326}
2043 1327
2044/** 1328/**
2045 * Return whether map2 is adjacent to map1. If so, store the distance from 1329 * Return whether map2 is adjacent to map1. If so, store the distance from
2046 * map1 to map2 in dx/dy. 1330 * map1 to map2 in dx/dy.
2047 */ 1331 */
1332int
2048static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1333adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1334{
2049 if (!map1 || !map2) 1335 if (!map1 || !map2)
2050 return 0; 1336 return 0;
2051 1337
1338 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1339 //fix: compare paths instead (this is likely faster, too!)
2052 if (map1 == map2) { 1340 if (map1 == map2)
1341 {
2053 *dx = 0; 1342 *dx = 0;
2054 *dy = 0; 1343 *dy = 0;
2055 1344 }
2056 } else if (map1->tile_map[0] == map2) { /* up */ 1345 else if (map1->tile_map[0] == map2)
1346 { /* up */
2057 *dx = 0; 1347 *dx = 0;
2058 *dy = -MAP_HEIGHT(map2); 1348 *dy = -map2->height;
1349 }
2059 } else if (map1->tile_map[1] == map2) { /* right */ 1350 else if (map1->tile_map[1] == map2)
2060 *dx = MAP_WIDTH(map1); 1351 { /* right */
1352 *dx = map1->width;
2061 *dy = 0; 1353 *dy = 0;
1354 }
2062 } else if (map1->tile_map[2] == map2) { /* down */ 1355 else if (map1->tile_map[2] == map2)
1356 { /* down */
2063 *dx = 0; 1357 *dx = 0;
2064 *dy = MAP_HEIGHT(map1); 1358 *dy = map1->height;
1359 }
2065 } else if (map1->tile_map[3] == map2) { /* left */ 1360 else if (map1->tile_map[3] == map2)
2066 *dx = -MAP_WIDTH(map2); 1361 { /* left */
1362 *dx = -map2->width;
2067 *dy = 0; 1363 *dy = 0;
2068 1364 }
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1365 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1366 { /* up right */
2070 *dx = MAP_WIDTH(map1->tile_map[0]); 1367 *dx = map1->tile_map[0]->width;
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1368 *dy = -map1->tile_map[0]->height;
1369 }
2072 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1370 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2073 *dx = -MAP_WIDTH(map2); 1371 { /* up left */
2074 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1372 *dx = -map2->width;
1373 *dy = -map1->tile_map[0]->height;
1374 }
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1375 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2076 *dx = MAP_WIDTH(map1); 1376 { /* right up */
2077 *dy = -MAP_HEIGHT(map2); 1377 *dx = map1->width;
1378 *dy = -map2->height;
1379 }
2078 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1380 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2079 *dx = MAP_WIDTH(map1); 1381 { /* right down */
2080 *dy = MAP_HEIGHT(map1->tile_map[1]); 1382 *dx = map1->width;
1383 *dy = map1->tile_map[1]->height;
1384 }
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1385 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1386 { /* down right */
2082 *dx = MAP_WIDTH(map1->tile_map[2]); 1387 *dx = map1->tile_map[2]->width;
2083 *dy = MAP_HEIGHT(map1); 1388 *dy = map1->height;
1389 }
2084 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1390 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1391 { /* down left */
2086 *dy = MAP_HEIGHT(map1); 1392 *dx = -map2->width;
1393 *dy = map1->height;
1394 }
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1395 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1396 { /* left up */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]); 1397 *dx = -map1->tile_map[3]->width;
2089 *dy = -MAP_HEIGHT(map2); 1398 *dy = -map2->height;
1399 }
2090 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1400 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1401 { /* left down */
2091 *dx = -MAP_WIDTH(map1->tile_map[3]); 1402 *dx = -map1->tile_map[3]->width;
2092 *dy = MAP_HEIGHT(map1->tile_map[3]); 1403 *dy = map1->tile_map[3]->height;
2093
2094 } else { /* not "adjacent" enough */
2095 return 0;
2096 } 1404 }
2097 1405 else
2098 return 1; 1406 return 0;
1407
1408 return 1;
1409}
1410
1411maptile *
1412maptile::xy_load (sint16 &x, sint16 &y)
1413{
1414 maptile *map = xy_find (x, y);
1415
1416 if (map)
1417 map->load_sync ();
1418
1419 return map;
1420}
1421
1422maptile *
1423get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1424{
1425 return m->xy_load (*x, *y);
2099} 1426}
2100 1427
2101/* From map.c 1428/* From map.c
2102 * This is used by get_player to determine where the other 1429 * This is used by get_player to determine where the other
2103 * creature is. get_rangevector takes into account map tiling, 1430 * creature is. get_rangevector takes into account map tiling,
2104 * so you just can not look the the map coordinates and get the 1431 * so you just can not look the the map coordinates and get the
2105 * righte value. distance_x/y are distance away, which 1432 * righte value. distance_x/y are distance away, which
2106 * can be negativbe. direction is the crossfire direction scheme 1433 * can be negative. direction is the crossfire direction scheme
2107 * that the creature should head. part is the part of the 1434 * that the creature should head. part is the part of the
2108 * monster that is closest. 1435 * monster that is closest.
2109 * 1436 *
2110 * get_rangevector looks at op1 and op2, and fills in the 1437 * get_rangevector looks at op1 and op2, and fills in the
2111 * structure for op1 to get to op2. 1438 * structure for op1 to get to op2.
2116 * be unexpected 1443 * be unexpected
2117 * 1444 *
2118 * currently, the only flag supported (0x1) is don't translate for 1445 * currently, the only flag supported (0x1) is don't translate for
2119 * closest body part of 'op1' 1446 * closest body part of 'op1'
2120 */ 1447 */
2121 1448void
2122void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1449get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1450{
2123 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1451 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1452 {
2124 /* be conservative and fill in _some_ data */ 1453 /* be conservative and fill in _some_ data */
2125 retval->distance = 100000; 1454 retval->distance = 10000;
2126 retval->distance_x = 32767; 1455 retval->distance_x = 10000;
2127 retval->distance_y = 32767; 1456 retval->distance_y = 10000;
2128 retval->direction = 0; 1457 retval->direction = 0;
2129 retval->part = 0; 1458 retval->part = 0;
2130 } else { 1459 }
1460 else
1461 {
2131 object *best; 1462 object *best;
2132 1463
2133 retval->distance_x += op2->x-op1->x; 1464 retval->distance_x += op2->x - op1->x;
2134 retval->distance_y += op2->y-op1->y; 1465 retval->distance_y += op2->y - op1->y;
2135 1466
2136 best = op1; 1467 best = op1;
2137 /* If this is multipart, find the closest part now */ 1468 /* If this is multipart, find the closest part now */
2138 if (!(flags&0x1) && op1->more) { 1469 if (!(flags & 0x1) && op1->more)
2139 object *tmp; 1470 {
2140 int best_distance = retval->distance_x*retval->distance_x+ 1471 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2141 retval->distance_y*retval->distance_y, tmpi;
2142 1472
2143 /* we just take the offset of the piece to head to figure 1473 /* we just take the offset of the piece to head to figure
2144 * distance instead of doing all that work above again 1474 * distance instead of doing all that work above again
2145 * since the distance fields we set above are positive in the 1475 * since the distance fields we set above are positive in the
2146 * same axis as is used for multipart objects, the simply arithmetic 1476 * same axis as is used for multipart objects, the simply arithmetic
2147 * below works. 1477 * below works.
2148 */ 1478 */
2149 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1479 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1480 {
2150 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1481 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2151 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1482 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2152 if (tmpi < best_distance) { 1483 if (tmpi < best_distance)
1484 {
2153 best_distance = tmpi; 1485 best_distance = tmpi;
2154 best = tmp; 1486 best = tmp;
2155 } 1487 }
2156 } 1488 }
1489
2157 if (best != op1) { 1490 if (best != op1)
1491 {
2158 retval->distance_x += op1->x-best->x; 1492 retval->distance_x += op1->x - best->x;
2159 retval->distance_y += op1->y-best->y; 1493 retval->distance_y += op1->y - best->y;
2160 } 1494 }
2161 } 1495 }
1496
2162 retval->part = best; 1497 retval->part = best;
2163 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1498 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2164 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1499 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2165 } 1500 }
2166} 1501}
2167 1502
2168/* this is basically the same as get_rangevector above, but instead of 1503/* this is basically the same as get_rangevector above, but instead of
2169 * the first parameter being an object, it instead is the map 1504 * the first parameter being an object, it instead is the map
2173 * flags has no meaning for this function at this time - I kept it in to 1508 * flags has no meaning for this function at this time - I kept it in to
2174 * be more consistant with the above function and also in case they are needed 1509 * be more consistant with the above function and also in case they are needed
2175 * for something in the future. Also, since no object is pasted, the best 1510 * for something in the future. Also, since no object is pasted, the best
2176 * field of the rv_vector is set to NULL. 1511 * field of the rv_vector is set to NULL.
2177 */ 1512 */
2178 1513void
2179void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1514get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1515{
2180 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1516 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1517 {
2181 /* be conservative and fill in _some_ data */ 1518 /* be conservative and fill in _some_ data */
2182 retval->distance = 100000; 1519 retval->distance = 100000;
2183 retval->distance_x = 32767; 1520 retval->distance_x = 32767;
2184 retval->distance_y = 32767; 1521 retval->distance_y = 32767;
2185 retval->direction = 0; 1522 retval->direction = 0;
2186 retval->part = 0; 1523 retval->part = 0;
2187 } else { 1524 }
1525 else
1526 {
2188 retval->distance_x += op2->x-x; 1527 retval->distance_x += op2->x - x;
2189 retval->distance_y += op2->y-y; 1528 retval->distance_y += op2->y - y;
2190 1529
2191 retval->part = NULL; 1530 retval->part = NULL;
2192 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1531 retval->distance = idistance (retval->distance_x, retval->distance_y);
2193 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1532 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2194 } 1533 }
2195} 1534}
2196 1535
2197/* Returns true of op1 and op2 are effectively on the same map 1536/* Returns true of op1 and op2 are effectively on the same map
2198 * (as related to map tiling). Note that this looks for a path from 1537 * (as related to map tiling). Note that this looks for a path from
2199 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1538 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2200 * to op1, this will still return false. 1539 * to op1, this will still return false.
2201 * Note we only look one map out to keep the processing simple 1540 * Note we only look one map out to keep the processing simple
2202 * and efficient. This could probably be a macro. 1541 * and efficient. This could probably be a macro.
2203 * MSW 2001-08-05 1542 * MSW 2001-08-05
2204 */ 1543 */
1544int
2205int on_same_map(const object *op1, const object *op2) { 1545on_same_map (const object *op1, const object *op2)
1546{
2206 int dx, dy; 1547 int dx, dy;
2207 1548
2208 return adjacent_map(op1->map, op2->map, &dx, &dy); 1549 return adjacent_map (op1->map, op2->map, &dx, &dy);
2209} 1550}
1551
1552object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559}
1560
1561region *
1562maptile::region (int x, int y) const
1563{
1564 if (regions
1565 && regionmap
1566 && !OUT_OF_REAL_MAP (this, x, y))
1567 if (struct region *reg = regionmap [regions [y * width + x]])
1568 return reg;
1569
1570 if (default_region)
1571 return default_region;
1572
1573 return ::region::default_region ();
1574}
1575
1576/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */
1580object *
1581maptile::pick_random_object () const
1582{
1583 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me.
1588 */
1589 for (int i = 1000; --i;)
1590 {
1591 object *pick = at (rndm (width), rndm (height)).bot;
1592
1593 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick)
1595 return pick->head_ ();
1596 }
1597
1598 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked");
1600}
1601
1602void
1603maptile::play_sound (faceidx sound, int x, int y) const
1604{
1605 if (!sound)
1606 return;
1607
1608 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->observe->x;
1613 int dy = y - pl->observe->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy);
1619 }
1620}
1621

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