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Comparing deliantra/server/common/map.C (file contents):
Revision 1.31 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.163 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#ifndef WIN32 /* ---win32 exclude header */
30# include <unistd.h> 25#include <unistd.h>
31#endif /* win32 */
32 26
27#include "global.h"
28#include "loader.h"
33#include "path.h" 29#include "path.h"
34 30
35 31sint8 maptile::outdoor_darkness;
36extern int nrofallocobjects, nroffreeobjects;
37
38/*
39 * Returns the maptile which has a name matching the given argument.
40 * return NULL if no match is found.
41 */
42
43maptile *
44has_been_loaded (const char *name)
45{
46 maptile *map;
47
48 if (!name || !*name)
49 return 0;
50 for (map = first_map; map; map = map->next)
51 if (!strcmp (name, map->path))
52 break;
53 return (map);
54}
55
56/*
57 * This makes a path absolute outside the world of Crossfire.
58 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59 * and returns the pointer to a static array containing the result.
60 * it really should be called create_mapname
61 */
62
63const char *
64create_pathname (const char *name)
65{
66 static char buf[MAX_BUF];
67
68 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69 * someplace else in the code? msw 2-17-97
70 */
71 if (*name == '/')
72 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73 else
74 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75 return (buf);
76}
77
78/*
79 * same as create_pathname, but for the overlay maps.
80 */
81
82const char *
83create_overlay_pathname (const char *name)
84{
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95}
96
97/*
98 * same as create_pathname, but for the template maps.
99 */
100
101const char *
102create_template_pathname (const char *name)
103{
104 static char buf[MAX_BUF];
105
106 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107 * someplace else in the code? msw 2-17-97
108 */
109 if (*name == '/')
110 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111 else
112 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113 return (buf);
114}
115
116/*
117 * This makes absolute path to the itemfile where unique objects
118 * will be saved. Converts '/' to '@'. I think it's essier maintain
119 * files than full directory structure, but if this is problem it can
120 * be changed.
121 */
122static const char *
123create_items_path (const char *s)
124{
125 static char buf[MAX_BUF];
126 char *t;
127
128 if (*s == '/')
129 s++;
130
131 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132
133 for (t = buf + strlen (buf); *s; s++, t++)
134 if (*s == '/')
135 *t = '@';
136 else
137 *t = *s;
138 *t = 0;
139 return (buf);
140}
141
142
143/*
144 * This function checks if a file with the given path exists.
145 * -1 is returned if it fails, otherwise the mode of the file
146 * is returned.
147 * It tries out all the compression suffixes listed in the uncomp[] array.
148 *
149 * If prepend_dir is set, then we call create_pathname (which prepends
150 * libdir & mapdir). Otherwise, we assume the name given is fully
151 * complete.
152 * Only the editor actually cares about the writablity of this -
153 * the rest of the code only cares that the file is readable.
154 * when the editor goes away, the call to stat should probably be
155 * replaced by an access instead (similar to the windows one, but
156 * that seems to be missing the prepend_dir processing
157 */
158
159int
160check_path (const char *name, int prepend_dir)
161{
162 char buf[MAX_BUF];
163
164#ifndef WIN32
165 char *endbuf;
166 struct stat statbuf;
167 int mode = 0;
168#endif
169
170 if (prepend_dir)
171 strcpy (buf, create_pathname (name));
172 else
173 strcpy (buf, name);
174#ifdef WIN32 /* ***win32: check this sucker in windows style. */
175 return (_access (buf, 0));
176#else
177
178 /* old method (strchr(buf, '\0')) seemd very odd to me -
179 * this method should be equivalant and is clearer.
180 * Can not use strcat because we need to cycle through
181 * all the names.
182 */
183 endbuf = buf + strlen (buf);
184
185 if (stat (buf, &statbuf))
186 return -1;
187 if (!S_ISREG (statbuf.st_mode))
188 return (-1);
189
190 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192 mode |= 4;
193
194 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196 mode |= 2;
197
198 return (mode);
199#endif
200}
201
202/*
203 * Prints out debug-information about a map.
204 * Dumping these at llevError doesn't seem right, but is
205 * necessary to make sure the information is in fact logged.
206 */
207
208void
209dump_map (const maptile *m)
210{
211 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213
214 if (m->msg != NULL)
215 LOG (llevError, "Message:\n%s", m->msg);
216
217 if (m->maplore != NULL)
218 LOG (llevError, "Lore:\n%s", m->maplore);
219
220 if (m->tmpname != NULL)
221 LOG (llevError, "Tmpname: %s\n", m->tmpname);
222
223 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224 LOG (llevError, "Darkness: %d\n", m->darkness);
225}
226
227/*
228 * Prints out debug-information about all maps.
229 * This basically just goes through all the maps and calls
230 * dump_map on each one.
231 */
232
233void
234dump_all_maps (void)
235{
236 maptile *m;
237
238 for (m = first_map; m != NULL; m = m->next)
239 {
240 dump_map (m);
241 }
242}
243 32
244/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
247 * 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
250 * 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
251 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
253 */ 42 */
254int 43int
255get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
256{ 45{
257 sint16 newx, newy; 46 sint16 newx = x;
258 int retval = 0; 47 sint16 newy = y;
259 maptile *mp;
260 48
261 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
262 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
263 newx = x;
264 newy = y;
265 mp = get_map_from_coord (oldmap, &newx, &newy);
266 if (mp != oldmap)
267 retval |= P_NEW_MAP;
268 if (newmap)
269 *newmap = mp;
270 if (nx)
271 *nx = newx;
272 if (ny)
273 *ny = newy;
274 53
275 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
276 57
277 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
278} 59}
279
280 60
281/* 61/*
282 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 68 * monster.
289 * 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.
290 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 71 * by the caller.
292 */ 72 */
293
294int 73int
295blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
296{ 75{
297 object *tmp;
298 int mflags, blocked;
299
300 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
301 * have already checked this. 77 * have already checked this.
302 */ 78 */
303 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
304 { 80 {
307 } 83 }
308 84
309 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
310 * directly. 86 * directly.
311 */ 87 */
312 mflags = m->spaces[sx + m->width * sy].flags; 88 mapspace &ms = m->at (sx, sy);
313 89
314 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
315 92
316 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
317 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
318 * things we need to do for players. 95 * things we need to do for players.
319 */ 96 */
320 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
321 return 0; 98 return 0;
322 99
323 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
324 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
325 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
326 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
327 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
328 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
329 */ 106 */
330 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
331 return 0; 108 return 0;
332 109
333 if (ob->head != NULL)
334 ob = ob->head; 110 ob = ob->head_ ();
335 111
336 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
337 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
338 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
339 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
340 */ 116 */
341 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
342 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
343 120
344 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
345 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
346 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
347 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
348 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
349 * pass through this space. 128 * pass through this space.
350 */ 129 */
351 if (tmp->last_sp) 130 if (tmp->last_sp)
352 { 131 {
353 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
354 return 1; 133 return 1;
355 else
356 continue;
357 } 134 }
358 else 135 else
359 { 136 {
360 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
361 * if they do, they can't pass through. 138 * if they do, they can't pass through.
362 */ 139 */
363 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
364 return 1; 141 return 1;
365 else
366 continue;
367 } 142 }
368 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
369 else 148 else
370 { 149 {
371 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
372 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
373 * movement, can't move here. 152 * movement, can't move here.
374 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
375 * hidden dm 154 * dm.
376 */ 155 */
377 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
378 return 1; 157 return 1;
379 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
380 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
381 return 1; 164 return 1;
382 } 165 }
383
384 } 166 }
167
385 return 0; 168 return 0;
386} 169}
387 170
388
389/* 171/*
390 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
391 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
392 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
393 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
394 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
395 * 177 *
396 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
397 * 179 *
398 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
399 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
410 * 192 *
411 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
412 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
413 * against the move_block values. 195 * against the move_block values.
414 */ 196 */
415 197bool
416int 198object::blocked (maptile *m, int x, int y) const
417ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
418{ 199{
419 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
420 int flag;
421 maptile *m1;
422 sint16 sx, sy;
423
424 if (ob == NULL)
425 {
426 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
427 if (flag & P_OUT_OF_MAP)
428 return P_OUT_OF_MAP;
429
430 /* don't have object, so don't know what types would block */
431 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
432 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
433 203
434 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 204 if (!pos.normalise ())
435 { 205 return 1;
436 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
437 206
438 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
439 return P_OUT_OF_MAP; 208
440 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
441 return P_IS_ALIVE; 210 return 1;
442 211
443 /* find_first_free_spot() calls this function. However, often 212 /* However, often ob doesn't have any move type
444 * ob doesn't have any move type (when used to place exits) 213 * (signifying non-moving objects)
445 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
446 */ 215 */
447 216 if (!move_type && ms.move_block != MOVE_ALL)
448 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
449 continue; 217 continue;
450 218
451 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
452 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
453 */ 221 */
454 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 222 if (ms.blocks (move_type))
455 return AB_NO_PASS; 223 return 1;
456
457 } 224 }
225
458 return 0; 226 return 0;
459} 227}
460 228
461/* When the map is loaded, load_object does not actually insert objects 229/* When the map is loaded, load_object does not actually insert objects
462 * into inventory, but just links them. What this does is go through 230 * into inventory, but just links them. What this does is go through
463 * and insert them properly. 231 * and insert them properly.
464 * The object 'container' is the object that contains the inventory. 232 * The object 'container' is the object that contains the inventory.
465 * This is needed so that we can update the containers weight. 233 * This is needed so that we can update the containers weight.
466 */ 234 */
467
468void 235void
469fix_container (object *container) 236fix_container (object *container)
470{ 237{
471 object *tmp = container->inv, *next; 238 object *tmp = container->inv, *next;
472 239
473 container->inv = NULL; 240 container->inv = 0;
474 while (tmp != NULL) 241 while (tmp)
475 { 242 {
476 next = tmp->below; 243 next = tmp->below;
477 if (tmp->inv) 244 if (tmp->inv)
478 fix_container (tmp); 245 fix_container (tmp);
246
479 (void) insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
480 tmp = next; 248 tmp = next;
481 } 249 }
250
482 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
483 * carrying. 252 //TODO: remove
484 */ 253 container->update_weight ();
485 sum_weight (container); 254}
255
256void
257maptile::set_object_flag (int flag, int value)
258{
259 if (!spaces)
260 return;
261
262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value;
265}
266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
486} 278}
487 279
488/* link_multipart_objects go through all the objects on the map looking 280/* link_multipart_objects go through all the objects on the map looking
489 * for objects whose arch says they are multipart yet according to the 281 * for objects whose arch says they are multipart yet according to the
490 * info we have, they only have the head (as would be expected when 282 * info we have, they only have the head (as would be expected when
491 * they are saved). We do have to look for the old maps that did save 283 * they are saved).
492 * the more sections and not re-add sections for them.
493 */ 284 */
494 285void
495static void 286maptile::link_multipart_objects ()
496link_multipart_objects (maptile *m)
497{ 287{
498 int x, y; 288 if (!spaces)
499 object *tmp, *op, *last, *above; 289 return;
500 archetype *at;
501 290
502 for (x = 0; x < MAP_WIDTH (m); x++) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
503 for (y = 0; y < MAP_HEIGHT (m); y++) 292 {
504 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 293 object *op = ms->bot;
294 while (op)
505 { 295 {
506 above = tmp->above;
507
508 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
509 if (tmp->head || tmp->more) 297 if (op->head_ () == op && !op->more && op->arch->more)
510 continue;
511
512 /* If there is nothing more to this object, this for loop
513 * won't do anything.
514 */
515 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
516 { 298 {
517 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
518 301
519 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
520 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
521 op->y += tmp->y; 304 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
522 op->head = tmp; 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
523 op->map = m; 306
524 last->more = op; 307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
525 op->name = tmp->name; 308 // so we have to reset the iteration through the mapspace
526 op->title = tmp->title;
527 /* we could link all the parts onto tmp, and then just
528 * call insert_ob_in_map once, but the effect is the same,
529 * as insert_ob_in_map will call itself with each part, and
530 * the coding is simpler to just to it here with each part.
531 */ 309 }
532 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 310 else
533 } /* for at = tmp->arch->more */ 311 op = op->above;
534 } /* for objects on this space */ 312 }
313 }
535} 314}
536 315
537/* 316/*
538 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
539 * file pointer. 318 * file pointer.
540 * mapflags is the same as we get with load_original_map
541 */ 319 */
320bool
321maptile::_load_objects (object_thawer &f)
322{
323 for (;;)
324 {
325 coroapi::cede_to_tick (); // cede once in a while
326
327 switch (f.kw)
328 {
329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
361 continue;
362
363 case KW_EOF:
364 return true;
365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
369 break;
370 }
371
372 f.next ();
373 }
374
375 return true;
376}
377
542void 378void
543load_objects (maptile *m, object_thawer & fp, int mapflags) 379maptile::activate ()
544{ 380{
545 int i, j; 381 if (spaces)
546 int unique; 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
547 object *op, *prev = NULL, *last_more = NULL, *otmp; 383 for (object *op = ms->bot; op; op = op->above)
384 op->activate_recursive ();
385}
548 386
549 op = get_object (); 387void
550 op->map = m; /* To handle buttons correctly */ 388maptile::deactivate ()
389{
390 if (spaces)
391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
392 for (object *op = ms->bot; op; op = op->above)
393 op->deactivate_recursive ();
394}
551 395
552 while ((i = load_object (fp, op, mapflags))) 396bool
397maptile::_save_objects (object_freezer &f, int flags)
398{
399 coroapi::cede_to_tick ();
400
401 if (flags & IO_HEADER)
402 _save_header (f);
403
404 if (!spaces)
405 return false;
406
407 for (int i = 0; i < size (); ++i)
553 { 408 {
554 /* if the archetype for the object is null, means that we 409 bool unique = 0;
555 * got an invalid object. Don't do anything with it - the game 410
556 * or editor will not be able to do anything with it either. 411 for (object *op = spaces [i].bot; op; op = op->above)
557 */
558 if (op->arch == NULL)
559 { 412 {
560 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
414
415 if (expect_false (!op->can_map_save ()))
561 continue; 416 continue;
417
418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
419 {
420 if (flags & IO_UNIQUES)
421 op->write (f);
422 }
423 else if (expect_true (flags & IO_OBJECTS))
424 op->write (f);
562 } 425 }
563
564
565 switch (i)
566 {
567 case LL_NORMAL:
568 /* if we are loading an overlay, put the floors on the bottom */
569 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
571 else
572 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
573
574 if (op->inv)
575 sum_weight (op);
576
577 prev = op, last_more = op;
578 break;
579
580 case LL_MORE:
581 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
582 op->head = prev, last_more->more = op, last_more = op;
583 break;
584 }
585
586 if (mapflags & MAP_STYLE)
587 remove_from_active_list (op);
588
589 op = get_object ();
590 op->map = m;
591 }
592
593 for (i = 0; i < m->width; i++)
594 { 426 }
595 for (j = 0; j < m->height; j++)
596 {
597 unique = 0;
598 /* check for unique items, or unique squares */
599 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
600 {
601 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
602 unique = 1;
603 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
604 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
605 }
606 }
607 }
608 427
609 free_object (op); 428 coroapi::cede_to_tick ();
610 link_multipart_objects (m);
611}
612 429
613/* This saves all the objects on the map in a non destructive fashion. 430 return true;
614 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
615 * and we only save the head of multi part objects - this is needed
616 * in order to do map tiling properly.
617 */
618void
619save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
620{
621 int i, j = 0, unique = 0;
622 object *op;
623
624 /* first pass - save one-part objects */
625 for (i = 0; i < MAP_WIDTH (m); i++)
626 for (j = 0; j < MAP_HEIGHT (m); j++)
627 {
628 unique = 0;
629 for (op = get_map_ob (m, i, j); op; op = op->above)
630 {
631 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
632 unique = 1;
633
634 if (op->type == PLAYER)
635 {
636 LOG (llevDebug, "Player on map that is being saved\n");
637 continue;
638 }
639
640 if (op->head || op->owner)
641 continue;
642
643 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
644 save_object (fp2, op, 3);
645 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
646 save_object (fp, op, 3);
647
648 } /* for this space */
649 } /* for this j */
650} 431}
651 432
652/* 433bool
653 * Allocates, initialises, and returns a pointer to a maptile. 434maptile::_save_objects (const char *path, int flags)
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657
658maptile *
659get_linked_map (void)
660{ 435{
661 maptile *map = new maptile; 436 object_freezer freezer;
662 maptile *mp;
663 437
664 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); 438 if (!_save_objects (freezer, flags))
665 if (mp == NULL) 439 return false;
666 first_map = map;
667 else
668 mp->next = map;
669 440
441 return freezer.save (path);
442}
443
444maptile::maptile ()
445{
670 map->in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
447
671 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
672 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
673 */ 450 */
674 MAP_WIDTH (map) = 16; 451 width = 16;
675 MAP_HEIGHT (map) = 16; 452 height = 16;
676 MAP_RESET_TIMEOUT (map) = 0; 453 timeout = 300;
677 MAP_TIMEOUT (map) = 300; 454 max_nrof = 1000; // 1000 items of anything
678 MAP_ENTER_X (map) = 0; 455 max_volume = 2000000; // 2m³
679 MAP_ENTER_Y (map) = 0; 456}
680 /*set part to -1 indicating conversion to weather map not yet done */ 457
681 MAP_WORLDPARTX (map) = -1; 458maptile::maptile (int w, int h)
682 MAP_WORLDPARTY (map) = -1; 459{
683 return map; 460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
468
469 alloc ();
684} 470}
685 471
686/* 472/*
687 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
688 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
689 * map. 475 * map.
690 */ 476 */
691
692void 477void
693allocate_map (maptile *m) 478maptile::alloc ()
694{ 479{
695 m->in_memory = MAP_IN_MEMORY;
696 /* Log this condition and free the storage. We could I suppose
697 * realloc, but if the caller is presuming the data will be intact,
698 * that is their poor assumption.
699 */
700 if (m->spaces) 480 if (spaces)
701 {
702 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
703 free (m->spaces);
704 }
705
706 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
707
708 if (m->spaces == NULL)
709 fatal (OUT_OF_MEMORY);
710}
711
712/* Create and returns a map of the specific size. Used
713 * in random map code and the editor.
714 */
715maptile *
716get_empty_map (int sizex, int sizey)
717{
718 maptile *m = get_linked_map ();
719
720 m->width = sizex;
721 m->height = sizey;
722 m->in_memory = MAP_SWAPPED;
723 allocate_map (m);
724 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
725} 484}
726 485
727/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* Takes a string from a map definition and outputs a pointer to the array of shopitems
728 * corresponding to that string. Memory is allocated for this, it must be freed 487 * corresponding to that string. Memory is allocated for this, it must be freed
729 * at a later date. 488 * at a later date.
730 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
731 */ 490 */
732
733static shopitems * 491static shopitems *
734parse_shop_string (const char *input_string) 492parse_shop_string (const char *input_string)
735{ 493{
736 char *shop_string, *p, *q, *next_semicolon, *next_colon; 494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
737 shopitems *items = NULL; 495 shopitems *items = NULL;
738 int i = 0, number_of_entries = 0; 496 int i = 0, number_of_entries = 0;
739 const typedata *current_type; 497 const typedata *current_type;
740 498
741 shop_string = strdup_local (input_string); 499 shop_string = strdup (input_string);
742 p = shop_string; 500 p = shop_string;
743 /* first we'll count the entries, we'll need that for allocating the array shortly */ 501 /* first we'll count the entries, we'll need that for allocating the array shortly */
744 while (p) 502 while (p)
745 { 503 {
746 p = strchr (p, ';'); 504 p = strchr (p, ';');
747 number_of_entries++; 505 number_of_entries++;
748 if (p) 506 if (p)
749 p++; 507 p++;
750 } 508 }
509
751 p = shop_string; 510 p = shop_string;
752 strip_endline (p); 511 strip_endline (p);
753 items = new shopitems[number_of_entries + 1]; 512 items = new shopitems[number_of_entries + 1];
754 for (i = 0; i < number_of_entries; i++) 513 for (i = 0; i < number_of_entries; i++)
755 { 514 {
756 if (!p) 515 if (!p)
757 { 516 {
758 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
759 break; 518 break;
760 } 519 }
520
761 next_semicolon = strchr (p, ';'); 521 next_semicolon = strchr (p, ';');
762 next_colon = strchr (p, ':'); 522 next_colon = strchr (p, ':');
763 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
764 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
765 items[i].strength = atoi (strchr (p, ':') + 1); 525 items[i].strength = atoi (strchr (p, ':') + 1);
792 * the next entry while we're at it, better print a warning 552 * the next entry while we're at it, better print a warning
793 */ 553 */
794 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
795 } 555 }
796 } 556 }
557
797 items[i].index = number_of_entries; 558 items[i].index = number_of_entries;
798 if (next_semicolon) 559 if (next_semicolon)
799 p = ++next_semicolon; 560 p = ++next_semicolon;
800 else 561 else
801 p = NULL; 562 p = NULL;
802 } 563 }
564
803 free (shop_string); 565 free (shop_string);
804 return items; 566 return items;
805} 567}
806 568
807/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
816 for (i = 0; i < m->shopitems[0].index; i++) 578 for (i = 0; i < m->shopitems[0].index; i++)
817 { 579 {
818 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
819 { 581 {
820 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
821 {
822 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
823 }
824 else 584 else
825 sprintf (tmp, "%s;", m->shopitems[i].name); 585 sprintf (tmp, "%s;", m->shopitems[i].name);
826 } 586 }
827 else 587 else
828 { 588 {
829 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
830 {
831 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
832 }
833 else 591 else
834 sprintf (tmp, "*"); 592 sprintf (tmp, "*");
835 } 593 }
594
836 strcat (output_string, tmp); 595 strcat (output_string, tmp);
837 } 596 }
838} 597}
839 598
840/* This loads the header information of the map. The header 599/* This loads the header information of the map. The header
845 * put all the stuff in the map object so that names actually make 604 * put all the stuff in the map object so that names actually make
846 * sense. 605 * sense.
847 * This could be done in lex (like the object loader), but I think 606 * This could be done in lex (like the object loader), but I think
848 * currently, there are few enough fields this is not a big deal. 607 * currently, there are few enough fields this is not a big deal.
849 * MSW 2001-07-01 608 * MSW 2001-07-01
850 * return 0 on success, 1 on failure.
851 */ 609 */
852 610bool
853static int 611maptile::_load_header (object_thawer &thawer)
854load_map_header (object_thawer & fp, maptile *m)
855{ 612{
856 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 613 for (;;)
857 int msgpos = 0;
858 int maplorepos = 0;
859
860 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
861 { 614 {
862 buf[HUGE_BUF - 1] = 0; 615 switch (thawer.kw)
863 key = buf;
864 while (isspace (*key))
865 key++;
866 if (*key == 0)
867 continue; /* empty line */
868 value = strchr (key, ' ');
869 if (!value)
870 { 616 {
871 end = strchr (key, '\n'); 617 case KW_msg:
872 if (end != NULL) 618 thawer.get_ml (KW_endmsg, msg);
873 { 619 break;
874 *end = 0; 620
621 case KW_lore: // CF+ extension
622 thawer.get_ml (KW_endlore, maplore);
875 } 623 break;
624
625 case KW_maplore:
626 thawer.get_ml (KW_endmaplore, maplore);
627 break;
628
629 case KW_arch:
630 if (strcmp (thawer.get_str (), "map"))
631 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
632 break;
633
634 case KW_oid:
635 thawer.get (this, thawer.get_sint32 ());
636 break;
637
638 case KW_file_format_version: break; // nop
639
640 case KW_name: thawer.get (name); break;
641 case KW_attach: thawer.get (attach); break;
642 case KW_reset_time: thawer.get (reset_time); break;
643 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: default_region = region::find (thawer.get_str ()); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
687 default:
688 if (!thawer.parse_error ("map", 0))
689 return false;
690 break;
876 } 691 }
877 else
878 {
879 *value = 0;
880 value++;
881 end = strchr (value, '\n');
882 while (isspace (*value))
883 {
884 value++;
885 if (*value == '\0' || value == end)
886 {
887 /* Nothing but spaces. */
888 value = NULL;
889 break;
890 }
891 }
892 }
893 692
894 if (!end) 693 thawer.next ();
895 {
896 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
897 return 1;
898 }
899
900 /* key is the field name, value is what it should be set
901 * to. We've already done the work to null terminate key,
902 * and strip off any leading spaces for both of these.
903 * We have not touched the newline at the end of the line -
904 * these are needed for some values. the end pointer
905 * points to the first of the newlines.
906 * value could be NULL! It would be easy enough to just point
907 * this to "" to prevent cores, but that would let more errors slide
908 * through.
909 *
910 * First check for entries that do not use the value parameter, then
911 * validate that value is given and check for the remaining entries
912 * that use the parameter.
913 */
914
915 if (!strcmp (key, "msg"))
916 {
917 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmsg\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (msgbuf + msgpos, buf);
925 msgpos += strlen (buf);
926 }
927 }
928 /* There are lots of maps that have empty messages (eg, msg/endmsg
929 * with nothing between). There is no reason in those cases to
930 * keep the empty message. Also, msgbuf contains garbage data
931 * when msgpos is zero, so copying it results in crashes
932 */
933 if (msgpos != 0)
934 m->msg = strdup_local (msgbuf);
935 }
936 else if (!strcmp (key, "maplore"))
937 {
938 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
939 {
940 if (!strcmp (buf, "endmaplore\n"))
941 break;
942 else
943 {
944 /* slightly more efficient than strcat */
945 strcpy (maplorebuf + maplorepos, buf);
946 maplorepos += strlen (buf);
947 }
948 }
949 if (maplorepos != 0)
950 m->maplore = strdup_local (maplorebuf);
951 }
952 else if (!strcmp (key, "end"))
953 {
954 break;
955 }
956 else if (value == NULL)
957 {
958 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
959 }
960 else if (!strcmp (key, "arch"))
961 {
962 /* This is an oddity, but not something we care about much. */
963 if (strcmp (value, "map\n"))
964 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
965 }
966 else if (!strcmp (key, "name"))
967 {
968 *end = 0;
969 m->name = strdup_local (value);
970 }
971 /* first strcmp value on these are old names supported
972 * for compatibility reasons. The new values (second) are
973 * what really should be used.
974 */
975 else if (!strcmp (key, "oid"))
976 {
977 fp.get (m, atoi (value));
978 }
979 else if (!strcmp (key, "attach"))
980 {
981 m->attach = value;
982 }
983 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
984 {
985 m->enter_x = atoi (value);
986 }
987 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
988 {
989 m->enter_y = atoi (value);
990 }
991 else if (!strcmp (key, "x") || !strcmp (key, "width"))
992 {
993 m->width = atoi (value);
994 }
995 else if (!strcmp (key, "y") || !strcmp (key, "height"))
996 {
997 m->height = atoi (value);
998 }
999 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1000 {
1001 m->reset_timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1004 {
1005 m->timeout = atoi (value);
1006 }
1007 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1008 {
1009 m->difficulty = atoi (value);
1010 }
1011 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1012 {
1013 m->darkness = atoi (value);
1014 }
1015 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1016 {
1017 m->fixed_resettime = atoi (value);
1018 }
1019 else if (!strcmp (key, "unique"))
1020 {
1021 m->unique = atoi (value);
1022 }
1023 else if (!strcmp (key, "template"))
1024 {
1025 m->templatemap = atoi (value);
1026 }
1027 else if (!strcmp (key, "region"))
1028 {
1029 m->region = get_region_by_name (value);
1030 }
1031 else if (!strcmp (key, "shopitems"))
1032 {
1033 *end = 0;
1034 m->shopitems = parse_shop_string (value);
1035 }
1036 else if (!strcmp (key, "shopgreed"))
1037 {
1038 m->shopgreed = atof (value);
1039 }
1040 else if (!strcmp (key, "shopmin"))
1041 {
1042 m->shopmin = atol (value);
1043 }
1044 else if (!strcmp (key, "shopmax"))
1045 {
1046 m->shopmax = atol (value);
1047 }
1048 else if (!strcmp (key, "shoprace"))
1049 {
1050 *end = 0;
1051 m->shoprace = strdup_local (value);
1052 }
1053 else if (!strcmp (key, "outdoor"))
1054 {
1055 m->outdoor = atoi (value);
1056 }
1057 else if (!strcmp (key, "temp"))
1058 {
1059 m->temp = atoi (value);
1060 }
1061 else if (!strcmp (key, "pressure"))
1062 {
1063 m->pressure = atoi (value);
1064 }
1065 else if (!strcmp (key, "humid"))
1066 {
1067 m->humid = atoi (value);
1068 }
1069 else if (!strcmp (key, "windspeed"))
1070 {
1071 m->windspeed = atoi (value);
1072 }
1073 else if (!strcmp (key, "winddir"))
1074 {
1075 m->winddir = atoi (value);
1076 }
1077 else if (!strcmp (key, "sky"))
1078 {
1079 m->sky = atoi (value);
1080 }
1081 else if (!strcmp (key, "nosmooth"))
1082 {
1083 m->nosmooth = atoi (value);
1084 }
1085 else if (!strncmp (key, "tile_path_", 10))
1086 {
1087 int tile = atoi (key + 10);
1088
1089 if (tile < 1 || tile > 4)
1090 {
1091 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1092 }
1093 else
1094 {
1095 char *path;
1096
1097 *end = 0;
1098
1099 if (m->tile_path[tile - 1])
1100 {
1101 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1102 free (m->tile_path[tile - 1]);
1103 m->tile_path[tile - 1] = NULL;
1104 }
1105
1106 if (check_path (value, 1) != -1)
1107 {
1108 /* The unadorned path works. */
1109 path = value;
1110 }
1111 else
1112 {
1113 /* Try again; it could be a relative exit. */
1114
1115 path = path_combine_and_normalize (m->path, value);
1116
1117 if (check_path (path, 1) == -1)
1118 {
1119 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1120 path = NULL;
1121 }
1122 }
1123
1124 if (editor)
1125 {
1126 /* Use the value as in the file. */
1127 m->tile_path[tile - 1] = strdup_local (value);
1128 }
1129 else if (path != NULL)
1130 {
1131 /* Use the normalized value. */
1132 m->tile_path[tile - 1] = strdup_local (path);
1133 }
1134 } /* end if tile direction (in)valid */
1135 }
1136 else
1137 {
1138 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1139 }
1140 }
1141 if (!key || strcmp (key, "end"))
1142 { 694 }
1143 LOG (llevError, "Got premature eof on map header!\n");
1144 return 1;
1145 }
1146 return 0;
1147}
1148 695
1149/* 696 abort ();
1150 * Opens the file "filename" and reads information about the map
1151 * from the given file, and stores it in a newly allocated
1152 * maptile. A pointer to this structure is returned, or NULL on failure.
1153 * flags correspond to those in map.h. Main ones used are
1154 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1155 * MAP_BLOCK, in which case we block on this load. This happens in all
1156 * cases, no matter if this flag is set or not.
1157 * MAP_STYLE: style map - don't add active objects, don't add to server
1158 * managed map list.
1159 */
1160
1161maptile *
1162load_original_map (const char *filename, int flags)
1163{
1164 maptile *m;
1165 char pathname[MAX_BUF];
1166
1167 if (flags & MAP_PLAYER_UNIQUE)
1168 strcpy (pathname, filename);
1169 else if (flags & MAP_OVERLAY)
1170 strcpy (pathname, create_overlay_pathname (filename));
1171 else
1172 strcpy (pathname, create_pathname (filename));
1173
1174 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1175
1176 object_thawer thawer (pathname);
1177
1178 if (!thawer)
1179 return 0;
1180
1181 m = get_linked_map ();
1182
1183 strcpy (m->path, filename);
1184 if (load_map_header (thawer, m))
1185 {
1186 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1187 delete_map (m);
1188 return NULL;
1189 }
1190
1191 allocate_map (m);
1192
1193 m->in_memory = MAP_LOADING;
1194 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1195
1196 m->in_memory = MAP_IN_MEMORY;
1197 if (!MAP_DIFFICULTY (m))
1198 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1199 set_map_reset_time (m);
1200 m->instantiate ();
1201 return (m);
1202}
1203
1204/*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210static maptile *
1211load_temporary_map (maptile *m)
1212{
1213 char buf[MAX_BUF];
1214
1215 if (!m->tmpname)
1216 {
1217 LOG (llevError, "No temporary filename for map %s\n", m->path);
1218 strcpy (buf, m->path);
1219 delete_map (m);
1220 m = load_original_map (buf, 0);
1221 if (m == NULL)
1222 return NULL;
1223 fix_auto_apply (m); /* Chests which open as default */
1224 return m;
1225 }
1226
1227 object_thawer thawer (m->tmpname);
1228
1229 if (!thawer)
1230 {
1231 strcpy (buf, m->path);
1232 delete_map (m);
1233 m = load_original_map (buf, 0);
1234 if (!m)
1235 return NULL;
1236 fix_auto_apply (m); /* Chests which open as default */
1237 return m;
1238 }
1239
1240 if (load_map_header (thawer, m))
1241 {
1242 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1243 delete_map (m);
1244 m = load_original_map (m->path, 0);
1245 return NULL;
1246 }
1247 allocate_map (m);
1248
1249 m->in_memory = MAP_LOADING;
1250 load_objects (m, thawer, 0);
1251
1252 m->in_memory = MAP_IN_MEMORY;
1253 INVOKE_MAP (SWAPIN, m);
1254 return m;
1255}
1256
1257/*
1258 * Loads a map, which has been loaded earlier, from file.
1259 * Return the map object we load into (this can change from the passed
1260 * option if we can't find the original map)
1261 */
1262
1263maptile *
1264load_overlay_map (const char *filename, maptile *m)
1265{
1266 char pathname[MAX_BUF];
1267
1268 strcpy (pathname, create_overlay_pathname (filename));
1269
1270 object_thawer thawer (pathname);
1271
1272 if (!thawer)
1273 return m;
1274
1275 if (load_map_header (thawer, m))
1276 {
1277 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1278 delete_map (m);
1279 m = load_original_map (m->path, 0);
1280 return NULL;
1281 }
1282 /*allocate_map(m); */
1283
1284 m->in_memory = MAP_LOADING;
1285 load_objects (m, thawer, MAP_OVERLAY);
1286
1287 m->in_memory = MAP_IN_MEMORY;
1288 return m;
1289} 697}
1290 698
1291/****************************************************************************** 699/******************************************************************************
1292 * This is the start of unique map handling code 700 * This is the start of unique map handling code
1293 *****************************************************************************/ 701 *****************************************************************************/
1294 702
1295/* This goes through map 'm' and removed any unique items on the map. */ 703/* This goes through the maptile and removed any unique items on the map. */
1296static void 704void
1297delete_unique_items (maptile *m) 705maptile::clear_unique_items ()
1298{ 706{
1299 int i, j, unique; 707 for (int i = 0; i < size (); ++i)
1300 object *op, *next;
1301
1302 for (i = 0; i < MAP_WIDTH (m); i++)
1303 for (j = 0; j < MAP_HEIGHT (m); j++)
1304 { 708 {
1305 unique = 0; 709 int unique = 0;
1306 for (op = get_map_ob (m, i, j); op; op = next) 710 for (object *op = spaces [i].bot; op; )
711 {
712 object *above = op->above;
713
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715 unique = 1;
716
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 op->destroy ();
719
720 op = above;
721 }
722 }
723}
724
725bool
726maptile::_save_header (object_freezer &freezer)
727{
728#define MAP_OUT(k) freezer.put (KW_ ## k, k)
729#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
730
731 MAP_OUT2 (arch, "map");
732
733 if (name) MAP_OUT (name);
734 MAP_OUT (swap_time);
735 MAP_OUT (reset_time);
736 MAP_OUT (reset_timeout);
737 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
740 MAP_OUT (difficulty);
741
742 if (default_region) MAP_OUT2 (region, default_region->name);
743
744 if (shopitems)
745 {
746 char shop[MAX_BUF];
747 print_shop_string (this, shop);
748 MAP_OUT2 (shopitems, shop);
749 }
750
751 MAP_OUT (shopgreed);
752 MAP_OUT (shopmin);
753 MAP_OUT (shopmax);
754 if (shoprace) MAP_OUT (shoprace);
755 MAP_OUT (darkness);
756 MAP_OUT (width);
757 MAP_OUT (height);
758 MAP_OUT (enter_x);
759 MAP_OUT (enter_y);
760
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor);
765 MAP_OUT (temp);
766 MAP_OUT (pressure);
767 MAP_OUT (humid);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771
772 MAP_OUT (per_player);
773 MAP_OUT (per_party);
774
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779
780 freezer.put (this);
781 freezer.put (KW_end);
782
783 return true;
784}
785
786bool
787maptile::_save_header (const char *path)
788{
789 object_freezer freezer;
790
791 if (!_save_header (freezer))
792 return false;
793
794 return freezer.save (path);
795}
796
797/*
798 * Remove and free all objects in the given map.
799 */
800void
801maptile::clear ()
802{
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
1307 { 807 {
808 // manually remove, as to not trigger anything
1308 next = op->above; 809 if (ms->bot = op->above)
1309 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 810 ms->bot->below = 0;
1310 unique = 1; 811
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
815 if (op == head)
816 op->destroy ();
817 else if (head->map != op->map)
1312 { 818 {
1313 clean_object (op); 819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1314 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 820 head->destroy ();
1315 remove_button_link (op);
1316 remove_ob (op);
1317 free_object (op);
1318 } 821 }
1319 } 822 }
823
824 sfree0 (spaces, size ());
1320 } 825 }
1321}
1322 826
827 if (buttons)
828 free_objectlinkpt (buttons), buttons = 0;
1323 829
1324/* 830 sfree0 (regions, size ());
1325 * Loads unique objects from file(s) into the map which is in memory 831 delete [] regionmap; regionmap = 0;
1326 * m is the map to load unique items into.
1327 */
1328static void
1329load_unique_objects (maptile *m)
1330{
1331 int count;
1332 char firstname[MAX_BUF];
1333
1334 for (count = 0; count < 10; count++)
1335 {
1336 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1337 if (!access (firstname, R_OK))
1338 break;
1339 }
1340 /* If we get here, we did not find any map */
1341 if (count == 10)
1342 return;
1343
1344 object_thawer thawer (firstname);
1345
1346 if (!thawer)
1347 return;
1348
1349 m->in_memory = MAP_LOADING;
1350 if (m->tmpname == NULL) /* if we have loaded unique items from */
1351 delete_unique_items (m); /* original map before, don't duplicate them */
1352 load_objects (m, thawer, 0);
1353
1354 m->in_memory = MAP_IN_MEMORY;
1355} 832}
1356
1357
1358/*
1359 * Saves a map to file. If flag is set, it is saved into the same
1360 * file it was (originally) loaded from. Otherwise a temporary
1361 * filename will be genarated, and the file will be stored there.
1362 * The temporary filename will be stored in the maptileure.
1363 * If the map is unique, we also save to the filename in the map
1364 * (this should have been updated when first loaded)
1365 */
1366
1367int
1368new_save_map (maptile *m, int flag)
1369{
1370 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1371 int i;
1372
1373 if (flag && !*m->path)
1374 {
1375 LOG (llevError, "Tried to save map without path.\n");
1376 return -1;
1377 }
1378
1379 if (flag || (m->unique) || (m->templatemap))
1380 {
1381 if (!m->unique && !m->templatemap)
1382 { /* flag is set */
1383 if (flag == 2)
1384 strcpy (filename, create_overlay_pathname (m->path));
1385 else
1386 strcpy (filename, create_pathname (m->path));
1387 }
1388 else
1389 strcpy (filename, m->path);
1390
1391 make_path_to_file (filename);
1392 }
1393 else
1394 {
1395 if (!m->tmpname)
1396 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1397
1398 strcpy (filename, m->tmpname);
1399 }
1400
1401 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1402 m->in_memory = MAP_SAVING;
1403
1404 object_freezer freezer;
1405
1406 /* legacy */
1407 fprintf (freezer, "arch map\n");
1408 if (m->name)
1409 fprintf (freezer, "name %s\n", m->name);
1410 if (!flag)
1411 fprintf (freezer, "swap_time %d\n", m->swap_time);
1412 if (m->reset_timeout)
1413 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1414 if (m->fixed_resettime)
1415 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1416 /* we unfortunately have no idea if this is a value the creator set
1417 * or a difficulty value we generated when the map was first loaded
1418 */
1419 if (m->difficulty)
1420 fprintf (freezer, "difficulty %d\n", m->difficulty);
1421 if (m->region)
1422 fprintf (freezer, "region %s\n", m->region->name);
1423 if (m->shopitems)
1424 {
1425 print_shop_string (m, shop);
1426 fprintf (freezer, "shopitems %s\n", shop);
1427 }
1428 if (m->shopgreed)
1429 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1430#ifndef WIN32
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435#else
1436 if (m->shopmin)
1437 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1438 if (m->shopmax)
1439 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1440#endif
1441 if (m->shoprace)
1442 fprintf (freezer, "shoprace %s\n", m->shoprace);
1443 if (m->darkness)
1444 fprintf (freezer, "darkness %d\n", m->darkness);
1445 if (m->width)
1446 fprintf (freezer, "width %d\n", m->width);
1447 if (m->height)
1448 fprintf (freezer, "height %d\n", m->height);
1449 if (m->enter_x)
1450 fprintf (freezer, "enter_x %d\n", m->enter_x);
1451 if (m->enter_y)
1452 fprintf (freezer, "enter_y %d\n", m->enter_y);
1453 if (m->msg)
1454 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1455 if (m->maplore)
1456 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1457 if (m->unique)
1458 fprintf (freezer, "unique %d\n", m->unique);
1459 if (m->templatemap)
1460 fprintf (freezer, "template %d\n", m->templatemap);
1461 if (m->outdoor)
1462 fprintf (freezer, "outdoor %d\n", m->outdoor);
1463 if (m->temp)
1464 fprintf (freezer, "temp %d\n", m->temp);
1465 if (m->pressure)
1466 fprintf (freezer, "pressure %d\n", m->pressure);
1467 if (m->humid)
1468 fprintf (freezer, "humid %d\n", m->humid);
1469 if (m->windspeed)
1470 fprintf (freezer, "windspeed %d\n", m->windspeed);
1471 if (m->winddir)
1472 fprintf (freezer, "winddir %d\n", m->winddir);
1473 if (m->sky)
1474 fprintf (freezer, "sky %d\n", m->sky);
1475 if (m->nosmooth)
1476 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1477
1478 /* Save any tiling information, except on overlays */
1479 if (flag != 2)
1480 for (i = 0; i < 4; i++)
1481 if (m->tile_path[i])
1482 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1483
1484 freezer.put (m);
1485 fprintf (freezer, "end\n");
1486
1487 /* In the game save unique items in the different file, but
1488 * in the editor save them to the normal map file.
1489 * If unique map, save files in the proper destination (set by
1490 * player)
1491 */
1492 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1493 {
1494 object_freezer unique;
1495
1496 if (flag == 2)
1497 save_objects (m, freezer, unique, 2);
1498 else
1499 save_objects (m, freezer, unique, 0);
1500
1501 sprintf (buf, "%s.v00", create_items_path (m->path));
1502
1503 unique.save (buf);
1504 }
1505 else
1506 { /* save same file when not playing, like in editor */
1507 save_objects (m, freezer, freezer, 0);
1508 }
1509
1510 freezer.save (filename);
1511
1512 return 0;
1513}
1514
1515
1516/*
1517 * Remove and free all objects in the inventory of the given object.
1518 * object.c ?
1519 */
1520 833
1521void 834void
1522clean_object (object *op) 835maptile::clear_header ()
1523{ 836{
1524 object *tmp, *next; 837 name = 0;
838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
1525 842
1526 for (tmp = op->inv; tmp; tmp = next) 843 for (int i = 0; i < 4; i++)
1527 { 844 tile_path [i] = 0;
1528 next = tmp->below;
1529 clean_object (tmp);
1530 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1531 remove_button_link (tmp);
1532 remove_ob (tmp);
1533 free_object (tmp);
1534 }
1535} 845}
1536 846
1537/* 847maptile::~maptile ()
1538 * Remove and free all objects in the given map. 848{
1539 */ 849 assert (destroyed ());
850}
1540 851
1541void 852void
1542free_all_objects (maptile *m) 853maptile::clear_links_to (maptile *m)
1543{ 854{
1544 int i, j;
1545 object *op;
1546
1547 for (i = 0; i < MAP_WIDTH (m); i++)
1548 for (j = 0; j < MAP_HEIGHT (m); j++)
1549 {
1550 object *previous_obj = NULL;
1551
1552 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1553 {
1554 if (op == previous_obj)
1555 {
1556 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1557 break;
1558 }
1559 previous_obj = op;
1560 if (op->head != NULL)
1561 op = op->head;
1562
1563 /* If the map isn't in memory, free_object will remove and
1564 * free objects in op's inventory. So let it do the job.
1565 */
1566 if (m->in_memory == MAP_IN_MEMORY)
1567 clean_object (op);
1568 remove_ob (op);
1569 free_object (op);
1570 }
1571 }
1572}
1573
1574/*
1575 * Frees everything allocated by the given maptileure.
1576 * don't free tmpname - our caller is left to do that
1577 */
1578
1579void
1580free_map (maptile *m, int flag)
1581{
1582 int i;
1583
1584 if (!m->in_memory)
1585 {
1586 LOG (llevError, "Trying to free freed map.\n");
1587 return;
1588 }
1589 if (flag && m->spaces)
1590 free_all_objects (m);
1591 if (m->name)
1592 FREE_AND_CLEAR (m->name);
1593 if (m->spaces)
1594 FREE_AND_CLEAR (m->spaces);
1595 if (m->msg)
1596 FREE_AND_CLEAR (m->msg);
1597 if (m->maplore)
1598 FREE_AND_CLEAR (m->maplore);
1599 if (m->shopitems)
1600 delete[]m->shopitems;
1601 m->shopitems = 0;
1602 if (m->shoprace)
1603 FREE_AND_CLEAR (m->shoprace);
1604 if (m->buttons)
1605 free_objectlinkpt (m->buttons);
1606 m->buttons = NULL;
1607 for (i = 0; i < 4; i++)
1608 {
1609 if (m->tile_path[i])
1610 FREE_AND_CLEAR (m->tile_path[i]);
1611 m->tile_map[i] = NULL;
1612 }
1613 m->in_memory = MAP_SWAPPED;
1614}
1615
1616/*
1617 * function: vanish maptile
1618 * m : pointer to maptile, if NULL no action
1619 * this deletes all the data on the map (freeing pointers)
1620 * and then removes this map from the global linked list of maps.
1621 */
1622
1623void
1624delete_map (maptile *m)
1625{
1626 maptile *tmp, *last;
1627 int i;
1628
1629 if (!m)
1630 return;
1631
1632 m->clear ();
1633
1634 if (m->in_memory == MAP_IN_MEMORY)
1635 {
1636 /* change to MAP_SAVING, even though we are not,
1637 * so that remove_ob doesn't do as much work.
1638 */
1639 m->in_memory = MAP_SAVING;
1640 free_map (m, 1);
1641 }
1642 /* move this out of free_map, since tmpname can still be needed if
1643 * the map is swapped out.
1644 */
1645 if (m->tmpname)
1646 {
1647 free (m->tmpname);
1648 m->tmpname = NULL;
1649 }
1650 last = NULL;
1651 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
1652 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
1653 * tiling can be assymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
1654 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
1655 */ 859 */
1656 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1657 {
1658 if (tmp->next == m)
1659 last = tmp;
1660
1661 /* This should hopefully get unrolled on a decent compiler */
1662 for (i = 0; i < 4; i++) 860 for (int i = 0; i < 4; i++)
1663 if (tmp->tile_map[i] == m) 861 if (tile_map[i] == m)
1664 tmp->tile_map[i] = NULL; 862 tile_map[i] = 0;
1665 } 863}
1666 864
1667 /* If last is null, then this should be the first map in the list */ 865void
866maptile::do_destroy ()
867{
868 attachable::do_destroy ();
869
870 clear ();
871}
872
873/* decay and destroy perishable items in a map */
874void
875maptile::do_decay_objects ()
876{
1668 if (!last) 877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1669 { 882 {
1670 if (m == first_map) 883 above = op->above;
1671 first_map = m->next; 884
885 bool destroy = 0;
886
887 // do not decay anything above unique floor tiles (yet :)
888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
889 break;
890
891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
893 || QUERY_FLAG (op, FLAG_UNIQUE)
894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
895 || QUERY_FLAG (op, FLAG_UNPAID)
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
1672 else 916 else
1673 /* m->path is a static char, so should hopefully still have
1674 * some useful data in it.
1675 */
1676 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1677 }
1678 else
1679 last->next = m->next;
1680
1681 delete m;
1682}
1683
1684
1685
1686/*
1687 * Makes sure the given map is loaded and swapped in.
1688 * name is path name of the map.
1689 * flags meaning:
1690 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1691 * and don't do unique items or the like.
1692 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1693 * dont do any more name translation on it.
1694 *
1695 * Returns a pointer to the given map.
1696 */
1697
1698maptile *
1699ready_map_name (const char *name, int flags)
1700{
1701 maptile *m;
1702
1703 if (!name)
1704 return (NULL);
1705
1706 /* Have we been at this level before? */
1707 m = has_been_loaded (name);
1708
1709 /* Map is good to go, so just return it */
1710 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1711 {
1712 return m;
1713 }
1714
1715 /* unique maps always get loaded from their original location, and never
1716 * a temp location. Likewise, if map_flush is set, or we have never loaded
1717 * this map, load it now. I removed the reset checking from here -
1718 * it seems the probability of a player trying to enter a map that should
1719 * reset but hasn't yet is quite low, and removing that makes this function
1720 * a bit cleaner (and players probably shouldn't rely on exact timing for
1721 * resets in any case - if they really care, they should use the 'maps command.
1722 */
1723 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1724 {
1725
1726 /* first visit or time to reset */
1727 if (m)
1728 { 917 {
1729 clean_tmp_map (m); /* Doesn't make much difference */ 918 int mat = op->materials;
1730 delete_map (m); 919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 || (mat & M_ICE && temp > 32))
931 destroy = 1;
1731 } 932 }
1732 933
1733 /* create and load a map */ 934 /* adjust overall chance below */
1734 if (flags & MAP_PLAYER_UNIQUE) 935 if (destroy && rndm (0, 1))
1735 LOG (llevDebug, "Trying to load map %s.\n", name); 936 op->destroy ();
1736 else
1737 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1738
1739 //eval_pv ("$x = Event::time", 1);//D
1740 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1741 return (NULL);
1742 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1743
1744 fix_auto_apply (m); /* Chests which open as default */
1745
1746 /* If a player unique map, no extra unique object file to load.
1747 * if from the editor, likewise.
1748 */
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1750 load_unique_objects (m);
1751
1752 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1753 {
1754 m = load_overlay_map (name, m);
1755 if (m == NULL)
1756 return NULL;
1757 } 937 }
1758
1759 if (flags & MAP_PLAYER_UNIQUE)
1760 INVOKE_MAP (SWAPIN, m);
1761
1762 }
1763 else
1764 {
1765 /* If in this loop, we found a temporary map, so load it up. */
1766
1767 m = load_temporary_map (m);
1768 if (m == NULL)
1769 return NULL;
1770 load_unique_objects (m);
1771
1772 clean_tmp_map (m);
1773 m->in_memory = MAP_IN_MEMORY;
1774 /* tempnam() on sun systems (probably others) uses malloc
1775 * to allocated space for the string. Free it here.
1776 * In some cases, load_temporary_map above won't find the
1777 * temporary map, and so has reloaded a new map. If that
1778 * is the case, tmpname is now null
1779 */
1780 if (m->tmpname)
1781 free (m->tmpname);
1782 m->tmpname = NULL;
1783 /* It's going to be saved anew anyway */
1784 }
1785
1786 /* Below here is stuff common to both first time loaded maps and
1787 * temp maps.
1788 */
1789
1790 decay_objects (m); /* start the decay */
1791 /* In case other objects press some buttons down */
1792 update_buttons (m);
1793 if (m->outdoor)
1794 set_darkness_map (m);
1795 /* run the weather over this map */
1796 weather_effect (name);
1797 return m;
1798} 938}
1799
1800 939
1801/* 940/*
1802 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
1803 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
1804 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
1805 * 944 *
1806 * Difficulty can now be set by the map creature. If the value stored 945 * Difficulty can now be set by the map creator. If the value stored
1807 * in the map is zero, then use this routine. Maps should really 946 * in the map is zero, then use this routine. Maps should really
1808 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
1809 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
1810 */ 949 */
1811
1812int 950int
1813calculate_difficulty (maptile *m) 951maptile::estimate_difficulty () const
1814{ 952{
1815 object *op;
1816 archetype *at;
1817 int x, y, i;
1818 long monster_cnt = 0; 953 long monster_cnt = 0;
1819 double avgexp = 0; 954 double avgexp = 0;
1820 sint64 total_exp = 0; 955 sint64 total_exp = 0;
1821 956
1822 if (MAP_DIFFICULTY (m)) 957 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1823 { 958 for (object *op = ms->bot; op; op = op->above)
1824 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1825 return MAP_DIFFICULTY (m);
1826 }
1827
1828 for (x = 0; x < MAP_WIDTH (m); x++)
1829 for (y = 0; y < MAP_HEIGHT (m); y++)
1830 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1831 { 959 {
1832 if (QUERY_FLAG (op, FLAG_MONSTER)) 960 if (QUERY_FLAG (op, FLAG_MONSTER))
1833 { 961 {
1834 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1835 monster_cnt++; 963 monster_cnt++;
1836 } 964 }
1837 965
1838 if (QUERY_FLAG (op, FLAG_GENERATOR)) 966 if (QUERY_FLAG (op, FLAG_GENERATOR))
1839 { 967 {
1840 total_exp += op->stats.exp; 968 total_exp += op->stats.exp;
1841 at = type_to_archetype (GENERATE_TYPE (op));
1842 969
1843 if (at != NULL) 970 if (archetype *at = op->other_arch)
971 {
1844 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1845
1846 monster_cnt++; 973 monster_cnt++;
1847 } 974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
1848 } 981 }
982 }
1849 983
1850 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1851 985
1852 for (i = 1; i <= settings.max_level; i++) 986 for (int i = 1; i <= settings.max_level; i++)
1853 {
1854 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 987 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1855 {
1856 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1857 return i; 988 return i;
1858 }
1859 }
1860 989
1861 return 1; 990 return 1;
1862}
1863
1864void
1865clean_tmp_map (maptile *m)
1866{
1867 if (m->tmpname == NULL)
1868 return;
1869 INVOKE_MAP (CLEAN, m);
1870 (void) unlink (m->tmpname);
1871}
1872
1873void
1874free_all_maps (void)
1875{
1876 int real_maps = 0;
1877
1878 while (first_map)
1879 {
1880 /* I think some of the callers above before it gets here set this to be
1881 * saving, but we still want to free this data
1882 */
1883 if (first_map->in_memory == MAP_SAVING)
1884 first_map->in_memory = MAP_IN_MEMORY;
1885 delete_map (first_map);
1886 real_maps++;
1887 }
1888 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1889} 991}
1890 992
1891/* change_map_light() - used to change map light level (darkness) 993/* change_map_light() - used to change map light level (darkness)
1892 * up or down. Returns true if successful. It should now be 994 * up or down. Returns true if successful. It should now be
1893 * possible to change a value by more than 1. 995 * possible to change a value by more than 1.
1894 * Move this from los.c to map.c since this is more related 996 * Move this from los.c to map.c since this is more related
1895 * to maps than los. 997 * to maps than los.
1896 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1897 */ 999 */
1898
1899int 1000int
1900change_map_light (maptile *m, int change) 1001maptile::change_map_light (int change)
1901{ 1002{
1902 int new_level = m->darkness + change;
1903
1904 /* Nothing to do */ 1003 /* Nothing to do */
1905 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1004 if (!change)
1906 {
1907 return 0; 1005 return 0;
1908 }
1909 1006
1910 /* inform all players on the map */ 1007 /* inform all players on the map */
1911 if (change > 0) 1008 if (change > 0)
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1913 else 1010 else
1914 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1915 1012
1916 /* Do extra checking. since m->darkness is a unsigned value, 1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1917 * we need to be extra careful about negative values.
1918 * In general, the checks below are only needed if change
1919 * is not +/-1
1920 */
1921 if (new_level < 0)
1922 m->darkness = 0;
1923 else if (new_level >= MAX_DARKNESS)
1924 m->darkness = MAX_DARKNESS;
1925 else
1926 m->darkness = new_level;
1927 1014
1928 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1929 update_all_map_los (m); 1016 update_all_map_los (this);
1017
1930 return 1; 1018 return 1;
1931} 1019}
1932
1933 1020
1934/* 1021/*
1935 * This function updates various attributes about a specific space 1022 * This function updates various attributes about a specific space
1936 * on the map (what it looks like, whether it blocks magic, 1023 * on the map (what it looks like, whether it blocks magic,
1937 * has a living creatures, prevents people from passing 1024 * has a living creatures, prevents people from passing
1938 * through, etc) 1025 * through, etc)
1939 */ 1026 */
1940void 1027void
1941update_position (maptile *m, int x, int y) 1028mapspace::update_ ()
1942{ 1029{
1943 object *tmp, *last = NULL; 1030 object *last = 0;
1944 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1945 New_Face *top, *floor, *middle; 1032 sint8 light = 0;
1946 object *top_obj, *floor_obj, *middle_obj;
1947 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1948 1034
1949 oldflags = GET_MAP_FLAGS (m, x, y); 1035 //object *middle = 0;
1950 if (!(oldflags & P_NEED_UPDATE)) 1036 //object *top = 0;
1951 { 1037 //object *floor = 0;
1952 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1038 // this seems to generate better code than using locals, above
1953 return; 1039 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0;
1041 object *&floor = faces_obj[2] = 0;
1042
1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1954 } 1044 {
1955 1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1956 middle = blank_face;
1957 top = blank_face;
1958 floor = blank_face;
1959
1960 middle_obj = NULL;
1961 top_obj = NULL;
1962 floor_obj = NULL;
1963
1964 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1965 {
1966
1967 /* This could be made additive I guess (two lights better than
1968 * one). But if so, it shouldn't be a simple additive - 2
1969 * light bulbs do not illuminate twice as far as once since
1970 * it is a disapation factor that is squared (or is it cubed?)
1971 */
1972 if (tmp->glow_radius > light)
1973 light = tmp->glow_radius; 1046 light += tmp->glow_radius;
1974 1047
1975 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1976 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1977 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1978 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1981 * Always put the player down for drawing. 1054 * Always put the player down for drawing.
1982 */ 1055 */
1983 if (!tmp->invisible) 1056 if (!tmp->invisible)
1984 { 1057 {
1985 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1986 {
1987 top = tmp->face;
1988 top_obj = tmp; 1059 top = tmp;
1989 }
1990 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1991 { 1061 {
1992 /* If we got a floor, that means middle and top were below it, 1062 /* If we got a floor, that means middle and top were below it,
1993 * so should not be visible, so we clear them. 1063 * so should not be visible, so we clear them.
1994 */ 1064 */
1995 middle = blank_face; 1065 middle = 0;
1996 top = blank_face; 1066 top = 0;
1997 floor = tmp->face;
1998 floor_obj = tmp; 1067 floor = tmp;
1999 } 1068 }
2000 /* Flag anywhere have high priority */ 1069 /* Flag anywhere have high priority */
2001 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2002 { 1071 {
2003 middle = tmp->face;
2004
2005 middle_obj = tmp; 1072 middle = tmp;
2006 anywhere = 1; 1073 anywhere = 1;
2007 } 1074 }
1075
2008 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
2009 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
2010 * top 1078 * top
2011 */ 1079 */
2012 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2013 {
2014 middle = tmp->face;
2015 middle_obj = tmp; 1081 middle = tmp;
2016 }
2017 } 1082 }
1083
2018 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
2019 { 1085 {
2020 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
2021 exit (-1); 1087 exit (-1);
2022 } 1088 }
2023 1089
2024 move_slow |= tmp->move_slow; 1090 move_slow |= tmp->move_slow;
2025 move_block |= tmp->move_block; 1091 move_block |= tmp->move_block;
2026 move_on |= tmp->move_on; 1092 move_on |= tmp->move_on;
2027 move_off |= tmp->move_off; 1093 move_off |= tmp->move_off;
2028 move_allow |= tmp->move_allow; 1094 move_allow |= tmp->move_allow;
2029 1095
2030 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2031 flags |= P_IS_ALIVE;
2032 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2033 flags |= P_NO_MAGIC;
2034 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2035 flags |= P_NO_CLERIC;
2036 if (tmp->type == SAFE_GROUND)
2037 flags |= P_SAFE;
2038
2039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2040 flags |= P_BLOCKSVIEW; 1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2041 } /* for stack of objects */ 1098 if (tmp->type == PLAYER) flags |= P_PLAYER;
2042 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2043 /* we don't want to rely on this function to have accurate flags, but 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2044 * since we're already doing the work, we calculate them here. 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2045 * if they don't match, logic is broken someplace.
2046 */
2047 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2048 { 1102 }
2049 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1103
2050 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1104 this->light = min (light, MAX_LIGHT_RADIUS);
2051 } 1105 this->flags_ = flags;
2052 SET_MAP_FLAGS (m, x, y, flags); 1106 this->move_block = move_block & ~move_allow;
2053 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1107 this->move_on = move_on;
2054 SET_MAP_MOVE_ON (m, x, y, move_on); 1108 this->move_off = move_off;
2055 SET_MAP_MOVE_OFF (m, x, y, move_off); 1109 this->move_slow = move_slow;
2056 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2057 1110
2058 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
2059 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
2060 * this point. 1113 * this point.
2061 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
2068 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
2069 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
2070 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
2071 */ 1124 */
2072 if (top == middle) 1125 if (top == middle)
2073 middle = blank_face; 1126 middle = 0;
2074 1127
2075 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
2076 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
2077 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
2078 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
2079 */ 1132 */
2080 1133
2081 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
2082 { 1135 {
2083 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
2084 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2085 break; 1138 break;
2086 1139
2087 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
2088 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
2089 break; 1142 break;
2090 1143
2091 /* Only show visible faces, unless its the editor - show all */ 1144 /* Only show visible faces */
2092 if (!tmp->invisible || editor) 1145 if (!tmp->invisible)
2093 { 1146 {
2094 /* Fill in top if needed */ 1147 /* Fill in top if needed */
2095 if (top == blank_face) 1148 if (!top)
2096 { 1149 {
2097 top = tmp->face;
2098 top_obj = tmp; 1150 top = tmp;
2099 if (top == middle) 1151 if (top == middle)
2100 middle = blank_face; 1152 middle = 0;
2101 } 1153 }
2102 else 1154 else
2103 { 1155 {
2104 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
2105 * middle is not set 1157 * middle is not set
2106 * 1158 *
2107 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
2108 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
2109 * 1161 *
2110 */ 1162 */
2111 if (tmp->face != top) 1163 if (tmp != top)
2112 { 1164 {
2113 middle = tmp->face;
2114 middle_obj = tmp; 1165 middle = tmp;
2115 break; 1166 break;
2116 } 1167 }
2117 } 1168 }
2118 } 1169 }
2119 } 1170 }
1171
2120 if (middle == floor) 1172 if (middle == floor)
2121 middle = blank_face; 1173 middle = 0;
1174
2122 if (top == middle) 1175 if (top == middle)
2123 middle = blank_face; 1176 middle = 0;
2124 SET_MAP_FACE (m, x, y, top, 0);
2125 if (top != blank_face)
2126 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2127 else
2128 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2129 SET_MAP_FACE (m, x, y, middle, 1);
2130 if (middle != blank_face)
2131 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2132 else
2133 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2134 SET_MAP_FACE (m, x, y, floor, 2);
2135 if (floor != blank_face)
2136 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2137 else
2138 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2139 SET_MAP_LIGHT (m, x, y, light);
2140}
2141 1177
2142 1178#if 0
2143void 1179 faces_obj [0] = top;
2144set_map_reset_time (maptile *map) 1180 faces_obj [1] = middle;
2145{ 1181 faces_obj [2] = floor;
2146 int timeout; 1182#endif
2147
2148 timeout = MAP_RESET_TIMEOUT (map);
2149 if (timeout <= 0)
2150 timeout = MAP_DEFAULTRESET;
2151 if (timeout >= MAP_MAXRESET)
2152 timeout = MAP_MAXRESET;
2153 MAP_WHEN_RESET (map) = seconds () + timeout;
2154} 1183}
2155 1184
2156/* this updates the orig_map->tile_map[tile_num] value after loading 1185uint64
2157 * the map. It also takes care of linking back the freshly loaded 1186mapspace::volume () const
2158 * maps tile_map values if it tiles back to this one. It returns
2159 * the value of orig_map->tile_map[tile_num]. It really only does this
2160 * so that it is easier for calling functions to verify success.
2161 */
2162
2163static maptile *
2164load_and_link_tiled_map (maptile *orig_map, int tile_num)
2165{ 1187{
2166 int dest_tile = (tile_num + 2) % 4; 1188 uint64 vol = 0;
2167 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2168 1189
2169 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
2170 1192
2171 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1193 return vol;
2172 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1194}
2173 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2174 1195
2175 return orig_map->tile_map[tile_num]; 1196maptile *
1197maptile::tile_available (int dir, bool load)
1198{
1199 if (tile_path[dir])
1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1203
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1207
1208 return 0;
2176} 1209}
2177 1210
2178/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
2179 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
2180 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
2181 * This is the function should always be used when it 1214 * This is the function should always be used when it
2182 * necessary to check for valid coordinates. 1215 * necessary to check for valid coordinates.
2183 * This function will recursively call itself for the 1216 * This function will recursively call itself for the
2184 * tiled maps. 1217 * tiled maps.
2185 *
2186 *
2187 */ 1218 */
2188int 1219int
2189out_of_map (maptile *m, int x, int y) 1220out_of_map (maptile *m, int x, int y)
2190{ 1221{
2191
2192 /* If we get passed a null map, this is obviously the 1222 /* If we get passed a null map, this is obviously the
2193 * case. This generally shouldn't happen, but if the 1223 * case. This generally shouldn't happen, but if the
2194 * map loads fail below, it could happen. 1224 * map loads fail below, it could happen.
2195 */ 1225 */
2196 if (!m) 1226 if (!m)
2197 return 0; 1227 return 0;
2198 1228
2199 if (x < 0) 1229 if (x < 0)
2200 { 1230 {
2201 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
2202 return 1; 1232 return 1;
2203 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1233
2204 {
2205 load_and_link_tiled_map (m, 3);
2206 }
2207 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2208 }
2209 if (x >= MAP_WIDTH (m))
2210 { 1235 }
2211 if (!m->tile_path[1]) 1236
1237 if (x >= m->width)
1238 {
1239 if (!m->tile_available (1))
2212 return 1; 1240 return 1;
2213 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1241
2214 {
2215 load_and_link_tiled_map (m, 1);
2216 }
2217 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
2218 } 1243 }
1244
2219 if (y < 0) 1245 if (y < 0)
2220 { 1246 {
2221 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
2222 return 1; 1248 return 1;
2223 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1249
2224 {
2225 load_and_link_tiled_map (m, 0);
2226 }
2227 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2228 }
2229 if (y >= MAP_HEIGHT (m))
2230 { 1251 }
2231 if (!m->tile_path[2]) 1252
1253 if (y >= m->height)
1254 {
1255 if (!m->tile_available (2))
2232 return 1; 1256 return 1;
2233 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1257
2234 {
2235 load_and_link_tiled_map (m, 2);
2236 }
2237 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
2238 } 1259 }
2239 1260
2240 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
2241 * map. 1262 * map.
2242 */ 1263 */
2245 1266
2246/* This is basically the same as out_of_map above, but 1267/* This is basically the same as out_of_map above, but
2247 * instead we return NULL if no map is valid (coordinates 1268 * instead we return NULL if no map is valid (coordinates
2248 * out of bounds and no tiled map), otherwise it returns 1269 * out of bounds and no tiled map), otherwise it returns
2249 * the map as that the coordinates are really on, and 1270 * the map as that the coordinates are really on, and
2250 * updates x and y to be the localized coordinates. 1271 * updates x and y to be the localised coordinates.
2251 * Using this is more efficient of calling out_of_map 1272 * Using this is more efficient of calling out_of_map
2252 * and then figuring out what the real map is 1273 * and then figuring out what the real map is
2253 */ 1274 */
2254maptile * 1275maptile *
2255get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1276maptile::xy_find (sint16 &x, sint16 &y)
2256{ 1277{
2257
2258 if (*x < 0) 1278 if (x < 0)
2259 { 1279 {
2260 if (!m->tile_path[3]) 1280 if (!tile_available (3))
2261 return NULL; 1281 return 0;
2262 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2263 load_and_link_tiled_map (m, 3);
2264 1282
2265 *x += MAP_WIDTH (m->tile_map[3]); 1283 x += tile_map[3]->width;
2266 return (get_map_from_coord (m->tile_map[3], x, y)); 1284 return tile_map[3]->xy_find (x, y);
2267 }
2268 if (*x >= MAP_WIDTH (m))
2269 { 1285 }
2270 if (!m->tile_path[1]) 1286
1287 if (x >= width)
1288 {
1289 if (!tile_available (1))
2271 return NULL; 1290 return 0;
2272 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2273 load_and_link_tiled_map (m, 1);
2274 1291
2275 *x -= MAP_WIDTH (m); 1292 x -= width;
2276 return (get_map_from_coord (m->tile_map[1], x, y)); 1293 return tile_map[1]->xy_find (x, y);
2277 } 1294 }
1295
2278 if (*y < 0) 1296 if (y < 0)
2279 { 1297 {
2280 if (!m->tile_path[0]) 1298 if (!tile_available (0))
2281 return NULL; 1299 return 0;
2282 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2283 load_and_link_tiled_map (m, 0);
2284 1300
2285 *y += MAP_HEIGHT (m->tile_map[0]); 1301 y += tile_map[0]->height;
2286 return (get_map_from_coord (m->tile_map[0], x, y)); 1302 return tile_map[0]->xy_find (x, y);
2287 }
2288 if (*y >= MAP_HEIGHT (m))
2289 { 1303 }
2290 if (!m->tile_path[2]) 1304
1305 if (y >= height)
1306 {
1307 if (!tile_available (2))
2291 return NULL; 1308 return 0;
2292 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2293 load_and_link_tiled_map (m, 2);
2294 1309
2295 *y -= MAP_HEIGHT (m); 1310 y -= height;
2296 return (get_map_from_coord (m->tile_map[2], x, y)); 1311 return tile_map[2]->xy_find (x, y);
2297 } 1312 }
2298 1313
2299 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
2300 * map. 1315 * map.
2301 */ 1316 */
2302
2303 return m; 1317 return this;
2304} 1318}
2305 1319
2306/** 1320/**
2307 * Return whether map2 is adjacent to map1. If so, store the distance from 1321 * Return whether map2 is adjacent to map1. If so, store the distance from
2308 * map1 to map2 in dx/dy. 1322 * map1 to map2 in dx/dy.
2309 */ 1323 */
2310static int 1324int
2311adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2312{ 1326{
2313 if (!map1 || !map2) 1327 if (!map1 || !map2)
2314 return 0; 1328 return 0;
2315 1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
2316 if (map1 == map2) 1332 if (map1 == map2)
2317 { 1333 {
2318 *dx = 0; 1334 *dx = 0;
2319 *dy = 0; 1335 *dy = 0;
2320
2321 } 1336 }
2322 else if (map1->tile_map[0] == map2) 1337 else if (map1->tile_map[0] == map2)
2323 { /* up */ 1338 { /* up */
2324 *dx = 0; 1339 *dx = 0;
2325 *dy = -MAP_HEIGHT (map2); 1340 *dy = -map2->height;
2326 } 1341 }
2327 else if (map1->tile_map[1] == map2) 1342 else if (map1->tile_map[1] == map2)
2328 { /* right */ 1343 { /* right */
2329 *dx = MAP_WIDTH (map1); 1344 *dx = map1->width;
2330 *dy = 0; 1345 *dy = 0;
2331 } 1346 }
2332 else if (map1->tile_map[2] == map2) 1347 else if (map1->tile_map[2] == map2)
2333 { /* down */ 1348 { /* down */
2334 *dx = 0; 1349 *dx = 0;
2335 *dy = MAP_HEIGHT (map1); 1350 *dy = map1->height;
2336 } 1351 }
2337 else if (map1->tile_map[3] == map2) 1352 else if (map1->tile_map[3] == map2)
2338 { /* left */ 1353 { /* left */
2339 *dx = -MAP_WIDTH (map2); 1354 *dx = -map2->width;
2340 *dy = 0; 1355 *dy = 0;
2341
2342 } 1356 }
2343 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2344 { /* up right */ 1358 { /* up right */
2345 *dx = MAP_WIDTH (map1->tile_map[0]); 1359 *dx = map1->tile_map[0]->width;
2346 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1360 *dy = -map1->tile_map[0]->height;
2347 } 1361 }
2348 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2349 { /* up left */ 1363 { /* up left */
2350 *dx = -MAP_WIDTH (map2); 1364 *dx = -map2->width;
2351 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1365 *dy = -map1->tile_map[0]->height;
2352 } 1366 }
2353 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2354 { /* right up */ 1368 { /* right up */
2355 *dx = MAP_WIDTH (map1); 1369 *dx = map1->width;
2356 *dy = -MAP_HEIGHT (map2); 1370 *dy = -map2->height;
2357 } 1371 }
2358 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2359 { /* right down */ 1373 { /* right down */
2360 *dx = MAP_WIDTH (map1); 1374 *dx = map1->width;
2361 *dy = MAP_HEIGHT (map1->tile_map[1]); 1375 *dy = map1->tile_map[1]->height;
2362 } 1376 }
2363 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2364 { /* down right */ 1378 { /* down right */
2365 *dx = MAP_WIDTH (map1->tile_map[2]); 1379 *dx = map1->tile_map[2]->width;
2366 *dy = MAP_HEIGHT (map1); 1380 *dy = map1->height;
2367 } 1381 }
2368 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2369 { /* down left */ 1383 { /* down left */
2370 *dx = -MAP_WIDTH (map2); 1384 *dx = -map2->width;
2371 *dy = MAP_HEIGHT (map1); 1385 *dy = map1->height;
2372 } 1386 }
2373 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2374 { /* left up */ 1388 { /* left up */
2375 *dx = -MAP_WIDTH (map1->tile_map[3]); 1389 *dx = -map1->tile_map[3]->width;
2376 *dy = -MAP_HEIGHT (map2); 1390 *dy = -map2->height;
2377 } 1391 }
2378 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2379 { /* left down */ 1393 { /* left down */
2380 *dx = -MAP_WIDTH (map1->tile_map[3]); 1394 *dx = -map1->tile_map[3]->width;
2381 *dy = MAP_HEIGHT (map1->tile_map[3]); 1395 *dy = map1->tile_map[3]->height;
2382
2383 } 1396 }
2384 else 1397 else
2385 { /* not "adjacent" enough */
2386 return 0; 1398 return 0;
2387 }
2388 1399
2389 return 1; 1400 return 1;
1401}
1402
1403maptile *
1404maptile::xy_load (sint16 &x, sint16 &y)
1405{
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412}
1413
1414maptile *
1415get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416{
1417 return m->xy_load (*x, *y);
2390} 1418}
2391 1419
2392/* From map.c 1420/* From map.c
2393 * This is used by get_player to determine where the other 1421 * This is used by get_player to determine where the other
2394 * creature is. get_rangevector takes into account map tiling, 1422 * creature is. get_rangevector takes into account map tiling,
2395 * so you just can not look the the map coordinates and get the 1423 * so you just can not look the the map coordinates and get the
2396 * righte value. distance_x/y are distance away, which 1424 * righte value. distance_x/y are distance away, which
2397 * can be negativbe. direction is the crossfire direction scheme 1425 * can be negative. direction is the crossfire direction scheme
2398 * that the creature should head. part is the part of the 1426 * that the creature should head. part is the part of the
2399 * monster that is closest. 1427 * monster that is closest.
2400 * 1428 *
2401 * get_rangevector looks at op1 and op2, and fills in the 1429 * get_rangevector looks at op1 and op2, and fills in the
2402 * structure for op1 to get to op2. 1430 * structure for op1 to get to op2.
2407 * be unexpected 1435 * be unexpected
2408 * 1436 *
2409 * currently, the only flag supported (0x1) is don't translate for 1437 * currently, the only flag supported (0x1) is don't translate for
2410 * closest body part of 'op1' 1438 * closest body part of 'op1'
2411 */ 1439 */
2412
2413void 1440void
2414get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2415{ 1442{
2416 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2417 { 1444 {
2418 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
2419 retval->distance = 100000; 1446 retval->distance = 10000;
2420 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
2421 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
2422 retval->direction = 0; 1449 retval->direction = 0;
2423 retval->part = 0; 1450 retval->part = 0;
2424 } 1451 }
2425 else 1452 else
2426 { 1453 {
2431 1458
2432 best = op1; 1459 best = op1;
2433 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
2434 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
2435 { 1462 {
2436 object *tmp;
2437 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2438 1464
2439 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
2440 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
2441 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
2442 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
2443 * below works. 1469 * below works.
2444 */ 1470 */
2445 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2446 { 1472 {
2447 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2448 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2449 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
2450 { 1476 {
2451 best_distance = tmpi; 1477 best_distance = tmpi;
2452 best = tmp; 1478 best = tmp;
2453 } 1479 }
2454 } 1480 }
1481
2455 if (best != op1) 1482 if (best != op1)
2456 { 1483 {
2457 retval->distance_x += op1->x - best->x; 1484 retval->distance_x += op1->x - best->x;
2458 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
2459 } 1486 }
2460 } 1487 }
1488
2461 retval->part = best; 1489 retval->part = best;
2462 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2463 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2464 } 1492 }
2465} 1493}
2466 1494
2467/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
2472 * flags has no meaning for this function at this time - I kept it in to 1500 * flags has no meaning for this function at this time - I kept it in to
2473 * be more consistant with the above function and also in case they are needed 1501 * be more consistant with the above function and also in case they are needed
2474 * for something in the future. Also, since no object is pasted, the best 1502 * for something in the future. Also, since no object is pasted, the best
2475 * field of the rv_vector is set to NULL. 1503 * field of the rv_vector is set to NULL.
2476 */ 1504 */
2477
2478void 1505void
2479get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2480{ 1507{
2481 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2482 { 1509 {
2483 /* be conservative and fill in _some_ data */ 1510 /* be conservative and fill in _some_ data */
2484 retval->distance = 100000; 1511 retval->distance = 100000;
2490 else 1517 else
2491 { 1518 {
2492 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
2493 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
2494 1521
2495 retval->part = NULL; 1522 retval->part = 0;
2496 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2497 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2498 } 1525 }
2499} 1526}
2500 1527
2501/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
2502 * (as related to map tiling). Note that this looks for a path from 1529 * (as related to map tiling). Note that this looks for a path from
2503 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1530 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2504 * to op1, this will still return false. 1531 * to op1, this will still return false.
2505 * Note we only look one map out to keep the processing simple 1532 * Note we only look one map out to keep the processing simple
2506 * and efficient. This could probably be a macro. 1533 * and efficient. This could probably be a macro.
2507 * MSW 2001-08-05 1534 * MSW 2001-08-05
2508 */ 1535 */
2511{ 1538{
2512 int dx, dy; 1539 int dx, dy;
2513 1540
2514 return adjacent_map (op1->map, op2->map, &dx, &dy); 1541 return adjacent_map (op1->map, op2->map, &dx, &dy);
2515} 1542}
1543
1544object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{
1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1548}
1549
1550region *
1551maptile::region (int x, int y) const
1552{
1553 if (regions
1554 && regionmap
1555 && !OUT_OF_REAL_MAP (this, x, y))
1556 if (struct region *reg = regionmap [regions [y * width + x]])
1557 return reg;
1558
1559 if (default_region)
1560 return default_region;
1561
1562 return ::region::default_region ();
1563}
1564
1565/* picks a random object from a style map.
1566 */
1567object *
1568maptile::pick_random_object (rand_gen &gen) const
1569{
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick->head_ ();
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug");
1587}
1588
1589void
1590maptile::play_sound (faceidx sound, int x, int y) const
1591{
1592 if (!sound)
1593 return;
1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1611 for_all_players (pl)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 }
1622}
1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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